Downtime: Difference between revisions
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(Created page with "Downtime refers to any time a party or individual player is not engaged in fighting. Resting, waiting for creatures to respawn or waiting for a player to return from being away from the game are examples of downtime. To maintain efficient parties for more experience over longer durations, downtime should be minimized as much as possible. ==Reducing Downtime== Reducing downtime is possible by using food, items, and...") |
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Downtime refers to any time a [[party]] or individual player is not engaged in fighting. [[healing|Resting]], waiting for creatures to [[Spawn Point|respawn]] or waiting for a player to return from being away from the game are examples of downtime. To maintain efficient parties for more [[Experience Points|experience]] over longer durations, downtime should be minimized as much as possible. | Downtime refers to any time a [[party]] or individual player is not engaged in fighting. [[healing|Resting]], player death/KO, waiting for creatures to [[Spawn Point|respawn]] or waiting for a player to return from being away from the game are examples of downtime. To maintain efficient parties for more [[Experience Points|experience]] over longer durations, downtime should be minimized as much as possible. | ||
==Reducing Downtime== | ==Reducing Downtime== | ||
Latest revision as of 14:32, 11 September 2025
Downtime refers to any time a party or individual player is not engaged in fighting. Resting, player death/KO, waiting for creatures to respawn or waiting for a player to return from being away from the game are examples of downtime. To maintain efficient parties for more experience over longer durations, downtime should be minimized as much as possible.
Reducing Downtime
Reducing downtime is possible by using food, items, and proper timing. Jobs capable of regenerating HP or MP can also help reduce downtime. Lastly, pulling a creature to fight before the previous fight has finished is also an effective method, but many strategies exist.
