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        > The /Call command.
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Urusai 
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Posts: 733
(12/5/03 7:55 am)
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The /Call command.
Quote from FFXI SERVER LIST-Updated Nov.20.2003

Quote:
I think our problem was the chain healing, all the casters were doing healing on the same people at the same time instead of alternating, so mana was kind of getting wasted there, especially at the beginning when we had three melees. and man, by the time I logged off, I was sick to death of macros for EVERY SINGLE SPELL CAST with those damn /call commands!


Was going to just reply but I wanted to keep that thread abit clean.

I played with the /call abit in my mog house so I didnt bother anyone and I couldent get it to play anything on my machine. Was thinking maybe I should add it to my 2hour Benediction that seems to be a Provokex200. I have a party message on it saying that im casting it and that taunts would be nice but a chime may be a decient addition.

I would not like it on straight heals though, thats just dumb and would 'overload' a persons senses during combat. The only other thing I think I may want to add it to would be a macroed "Out Of Mana so no Healing. Your On Your Own, Good Luck" message. And that would be a different chime if possible.

Matheren
Registered User
Posts: 1732
(12/5/03 8:03 am)
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Re: The /Call command.
on something like 2 hour abilities, particularly for a group-friendly one like benediction, I think it could be useful. it's just the stuff that's being cast every 10 seconds, like cure or whatever, where it gets annoying.

couple people also had various /calls on their "enemy sighted!" and "incoming!" macros. at first it seemed useful, since it let people know we were attacking.. but then again, so does the bright blue group text. if people need the audio to let them know, then they're not paying attention, and they shouldn't be in a quick pulling group in the first place :P

anyhow, the command is <call1>, <call2>, etc. but it's only used in groups; I'm not sure if you can actually use it outside of a group, though I seem to remember doing it once. I think you actually type it into the /p text, so like "/p orc incoming <call3>" or whatever.

Urusai 
Safehouse Supporter
Posts: 734
(12/5/03 8:29 am)
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Re: The /Call command.
I thought that was the syntax but I didnt even think of the "Only Groups" thing. Was doing it in private tells. ... Wonder if I can do it in one person party? "/p Sound Test <call1>"
Pick out one I think sounds good for it that way.

CreepyPete 
Safehouse Supporter
Posts: 615
(12/5/03 8:30 am)
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Re: The /Call command.
Should work fine.

Ubernome
Registered User
Posts: 2152
(12/5/03 10:46 am)
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Re: The /Call command.
Been doing /p <call0-21> by myself to pick the ones I like.

But I ended up the calls off of my macro because of complaints, shrug.

Healo
Registered User
Posts: 189
(12/5/03 2:50 pm)
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Re: The /Call command.
I fix the call situation by turning my speakers off. That call @#%$ gets annyoing after 10 minutes of it.

estragon pare
Registered User
Posts: 50
(12/5/03 4:20 pm)
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Re: The /Call command.
IMO, sports radio > MMOG sound.

But, I could be wrong. :p

Pickk Pockket999
Registered User
Posts: 350
(12/6/03 7:46 am)
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Re: The /Call command.
I hate all calls except for a select few. I think is is call7 that is just a quiet ding that is barely noticeable but is fine for weaponskill chains.


The one thing that just drives me absolutely wild is the lack of competance with the NA playerbase. To give an example I was grouped with a lvl 24 WAR/ 12 MNK who was the main tank. I was trying to work out the groups weaponskill chain when he lets the group know "I don't do macros, sorry". So he was completely unable to time his TP skills or let us know how his stats were etc. I tried teaching him how to program a macro but he just replied "I don't do macros". Basically the weaponskill chains came down to him being first and the rest of us just being on our toes since he refused to even type out a written warning.

Then there are the warriors that don't provoke. These abound and are a plague to all my groups. Of course there are the lvl 25 WHM's that melee, the RDM that refuses to debuff and the inevitable incompetant puller (yes I see 4 banshees added onto you...guess what, bringing them to the group isn't going to solve your problem just make ours worse).

I guess I just expected the playerbase to show more competance. Every die hard EQ player I've grouped with seems to know their stuff, so it is just the people that are new to MMoRPG who bother me. More power to them I guess, you need to learn sometime. I just wish it would happen faster.

Arafain 
Registered User
Posts: 2381
(12/7/03 3:16 pm)
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Re: The /Call command.
Remember, you're a low level player in this game. The low levels in EQ are rife with people just as inexperienced and socially inept. Once you get to higher levels, chances are most of the idiots will have either darwined themselves out, or learned and grown to become productive, intelligent members of the playerbase community.

-- Marauder Arafain Entreri, 65 Deceiver
-- Arafein Soulstriker, 54 Champion Relic (deceased)
-- Arafax Kokorozan, 20 Monk Giantfriend (missing)
-- Formerly of Requiem of Souls and Crusaders of Plilo
-- Formerly of The Rathe Server, now of Zebuxoruk

-- My ghetto gear
"Once, in the old west, a gentleman shot a professional gunfighter in the back. When asked why he didn't give the other chap a chance to draw, he replied, 'Well, he's dead and I'm alive and that's how I wanted it to be." -- from Red Planet, Robert A. Heinlein

CreepyPete 
Safehouse Supporter
Posts: 624
(12/8/03 6:29 am)
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Re: The /Call command.
Never worked that way in EQ though. =/

Urusai 
Safehouse Supporter
Posts: 740
(12/8/03 8:01 am)
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Re: The /Call command.
If the 25th level White Mage is half the group would it be acceptable for them to attack the critter as well? Or are they so underskilled at combat at that level that it would be pointless?

Just curious for future reference. If I ever get to play that is. /grumble To many things going on this month havn't had much of any time to log on. And the friend that joined to play with me got bored and quit it and star wars at the same time. Spending more time with his wife now, which I cant say is a bad thing. ;) Besides, its the holiday season. Always tons of things goin on.

Pickk Pockket999
Registered User
Posts: 351
(12/8/03 8:44 am)
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Re: The /Call command.
At 25 a WHM should not be attacking anything. They get enough hate just from healing you so pissing off the monster by hitting it isn't helping anyone. Also, the amount of damage you will be adding will be truly pitiful. I wouldn't be suprised to see most hits land for 0 on incredibly toughs.

Healo
Registered User
Posts: 190
(12/8/03 12:22 pm)
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Re: The /Call command.
no way. with meat mithkabobs and a maxed club skill a WHM can do some damage with weapons. It's just not the most efficient thing to do.

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