hello my game is blurry right now and i dont know why does fxaa blur my game how do i fix the blurrines of my game without having to higher any setting or resolution.
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下記日時におきまして、決済代行会社様のシステムで、メンテナンス作業が実施されます。 この影響により、メンテナンス時間中、au PAY 残高払いを利用した「auかんたん決済」での下記の操作やお手続きができませんので、ご注意ください。 記 日 時:2026年9月10日(木) 1:15より7:00まで 影 響:au PAY 残高払いを利用した「auかんたん決済」での以下の操作やお手続きができない ・フリートライアル版からの製品版への手続き ・ネットカフェ版からの製品版への手続き ・プレイ権の追加の手続き ・拡張パッケージ追加の手続き ・デジタルCE版へのアップグレード手続き ・ホームワールド変更サービスのお申し込み ・キャラクター名変更サービスのお申し込み ・オンラインストアでのお支払い ・「スクウェア・エニックス Crysta」のチャージ、オートチャージ 対 象:支払い方法として「auかんたん決済」をご利用のお客様
This is Lya paladin's artwork place, Safe for work art only that i post here. Rules: - Be respectful. -Safe for work mentality here. Thank you for your understanding. - No debates. I don't draw a lot , the pace is slow about that. Also don't expect i finish my drawings sadly. I don't know if i will draw for a long time or not.
こちらのスレッドタイトルが"獣使いスレ"になっているので 正式名称の魔獣使いに修正お願いします https://forum.square-enix.com/ffxiv/threads/498925
There is a less known feature of the game that if you press the map pop button [for me is SQUARE on PS5] during dialogue with an NPC, it hide every UI element except Player names, NPC names and the NPC dialogue box but the annoying thing about this that every time an NPC does an emote, retriggers the UI elements back on and have to manually press that button every time I want to interact with an NPC. What I wish is to have an option/feature that everytime you talk to an NPC is to automatically trigger that toggle and stay on regardless of what the NPC is doing.
発生日時:2026/9/1 発生頻度:常に ワールド名:Alexander キャラクター名@ホームワールド名:Popo mipo@Alexander 手順: 1.エトワールヘッドドレスを投影→ヘッドドレスの位置が他種族と比べセンターから左側に寄っている(後ろから見た場合) ※ララフェル(男)を使う他ユーザー3人に確認したところ、3人とも同じ事象が起こっている ※ララフェル(女)は問題なくセンターに表示されている プラットフォーム ・Windows版 ・switch2版
Chapter 1 emet selch: I will revive da ancients. DIE! warrior of light: But y are you preganante? emet selch: Shush! DIE! urianger: Thou methinks prayest return thine fetus into thou archnemesis, emet selch, mine comrade warrior of light: Whoa! But I never kissed emet selch! urianger: Thou hast been blessedeth by divineth powers of thine Mistress Minfilia. warrior of light: Sick! Emet Selch, you can't kill me anymore, because I'm your baby's father! emet selch: No... No... NOOOOOOOOOO! Chapter 2 coming tomorrow! XD
Between a Rock and a Hard Place (I to V) and Beneath Enemy Rocks are the achievements linked to winning Seal Rock up to 300 times. We also have In a Blaze of Glory (Fields of Glory), One Steppe at a Time (Onsal Hakair), and Workor and Peace (Workor Chirteh), with similar progression and requirements. However, there is one crucial difference between Seal Rock and the equivalent for the other three maps: Seal Rock allow you to get these wins combined between any Grand Company you may be afiliated with . So, right now, if you are part of the Maelstrom, get 290 wins on Fields of Glory, and swap Grand Company to be on Immortal Flames, you basically stalled all your In Blaze of Glory progress until you decide to go back to Maelstrom, or you grind another 300 wins while under Immortal Flames banner. Doing so, would NOT stall your Between a Rock and a Hard Place progress, because if you get 10 more wins while under the Immortal Flames banner, you complete your 300 wins and finish it. It gets even worse when you realize your achievement progress screen will only show you the highest win count across all Grand Companies, so you have no idea if you are close enough to keep running on your current GC or which company you was when you got your highest win count. All that could be solved simply by making the map-specific achievements combine wins across Grand Companies.
Looks like a nice attire but the massive Gourd in the back xD. Anyway to hide this?
Now hear me out, overworld PVP resitricted to party members only just for the fun of it. No pvp hotbars either, it could be useful for practicing rotations or savage raids like someone pretending to be the boss etc. If you die just instant revive or regular revive we got phoenix downs! If anything if I'm married to a player at least let me PVP them in the overworld for funsies!!!
エオルゼアでの天気は、少し雨の日が多すぎるように感じます クエストの際にも雨が重なり、せっかく時間をかけて制作して下さったムービーが台無しになることがよくあります 大切に録画して残すほどムービーを楽しみにしているのでとても残念です ハウジングエリアでも晴れていると「今日は珍しく晴れている」と話題になるほどです 以前はここまで偏っていなかった気がします 天気を調整することはむずかしいのでしょうか
I would really like to see more differentiation between jobs in the future, especially when it comes to their core gameplay mechanics. One of my biggest issues with the current job design is that many jobs feel increasingly similar to play. They have different animations, resources and rotations, but the fundamental gameplay often feels the same: maintain uptime, keep your GCD rolling, build and spend resources, and weave cooldowns in the correct order, usually around similar burst windows. There is nothing inherently wrong with this gameplay. I enjoy it. My problem is that I would like individual jobs to approach combat in much more distinct ways. For example: * A job heavily focused on managing multiple DoTs. * A real pet-focused job where the pet is actually part of the gameplay rather than mostly representing attacks visually. Summoner has fantastic animations, but I don’t really feel like I am controlling or fighting alongside a pet. * A tank based around counters, parries or reactive abilities. Successfully timing defensive abilities against enemy attacks could generate resources or enable powerful counterattacks. * Jobs that interact more directly with what the enemy is doing instead of primarily executing a rotation while maintaining uptime. These are only examples. My main point is that choosing a job should be about more than aesthetics, animations and which rotation I prefer. Ideally, changing jobs could mean experiencing combat in a genuinely different way. I unde
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