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  1. #1
    Player
    Rentahamster's Avatar
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    Mar 2011
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    Lindblum MRD50/THM50/LNC50
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    Renta Hamster
    World
    Sargatanas
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    Gladiator Lv 50

    Quick Fix to Add Instant Content for Level 60+ areas

    So we all know that there are areas in the game where level 60+ mobs roam. These areas are useless. There's little reason to explore them, and little reason to kill the high level mobs there.

    We also know that the player base clamors for end-game stuff to do.

    Well, you could do a quick fix by merely tweaking the item drop loot table of some of these 60+ mobs to drop rare high quality crafting mats.

    Just make it possible for level 60+ mobs to drop things like Cobalt Ingot +3, Cobalt Plate +3, Undyed Felt +3, Boar Leather +3, Rosewood Lumber +3, etc.

    It's hard enough to try and craft these items yourself anyway, so I don't see how adding these possibilities to the loot table would affect things negatively. I'd think that the net positive effect would come from high level players having something else to do.

    It effectively turns every high level mob into a mini-NM that gives players a reason to kill it.


    Now, it's not the most elegant of solutions, BUT, it wouldn't take that long to program, and the benefits seem worthwhile in the short term until something better can be done with those high level areas.
    (10)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  2. #2
    Player
    Sephrick's Avatar
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    Mar 2011
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    Sephrick Markarius
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    My LS went morbol hunting for fun the other day. Would be nice to see some reason to fight these mobs other than "cause we're bored."
    (4)

  3. #3
    Player
    Rentahamster's Avatar
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    Renta Hamster
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    Sargatanas
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    Quote Originally Posted by Sephrick View Post
    My LS went morbol hunting for fun the other day. Would be nice to see some reason to fight these mobs other than "cause we're bored."
    Indeed. This small, small change would instantly give players something else to do with little work on the devs' part.
    (1)
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    My Threads: http://forum.square-enix.com/ffxiv/s...vBForum_Thread

  4. #4
    Player
    normalforce's Avatar
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    Apr 2011
    Location
    Gridania
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    663
    Character
    Enyae Demetra
    World
    Excalibur
    Main Class
    Conjurer Lv 50
    I agree it wouldn't take much to accomplish this while giving people a reason to go out hunting. Whether to use it in crafting or to sell it to crafters.
    (2)

  5. #5
    Player
    Nakiamiie's Avatar
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    Apr 2011
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    Limsa Lominsa
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    Character
    Maelina Sylfei
    World
    Hyperion
    Main Class
    Conjurer Lv 64
    Just be careful with the loot dropped, dropping cobalt would reduce gatherers' use to get these materials.
    That said, adding a small something until 2.0 sure would be fun.

    A set of armour only collectible in these areas? Special high level quests that require to kill these monsters?

    It is still a good training ground though, I'm sure we can test these new jobs in 1.21 there before the big fights.
    (1)
    LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
    And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
    (Marvelous economics IQ test!)

  6. #6
    Player
    Celia's Avatar
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    Aug 2011
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    Limsa Lominsa
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    Character
    Celia Coifiere
    World
    Sargatanas
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    Marauder Lv 50
    I think it is in the best interests of those who have leveled their Disciples of the Land (arguably the most difficult type of class to level, given their current state) to not have these mobs dropping plentiful Cobalt and Rosewood. Players should receive some other types of rewards.

    It could tie-in directly to Grand Companies, who have an interest in defending their city-states from vicious monsters. players could receive licenses of some sort to go out into these wilds and kill these monsters. These licenses could either be temporary (given to players in exchange for seals or gil) or permanent (given to players when they reach the next rank in their grand company). Players would, in return, receive seals in amounts based on 1) How many monsters they killed, and 2) How high level the majority of their prey were. Players could also receive titles as a reward for racking up a high-kill count during hunting season - such as "Master Hunter/ess", "Jaegermeister", or "Master of Beasts" + a Grand Company related title (Maelstrom's Marshal, Adder's Avenger, Fiery'n'Fierce) -- these are all crap, but you get the idea.

    They might even received rewards in the form of new GC gear. There's a lot more that could be done with killing these higher level mobs than free materials that will just flood the market.
    (1)

  7. #7
    Player
    Rentahamster's Avatar
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    Renta Hamster
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    Sargatanas
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    Gladiator Lv 50
    Quote Originally Posted by Nakiamiie View Post
    Just be careful with the loot dropped, dropping cobalt would reduce gatherers' use to get these materials.
    Quote Originally Posted by Celia View Post
    I think it is in the best interests of those who have leveled their Disciples of the Land (arguably the most difficult type of class to level, given their current state) to not have these mobs dropping plentiful Cobalt and Rosewoo
    I wouldn't want the drop rate too high. Besides, raw materials still have plenty of use for grinding and other stuff. Since this only affects the HQ market, it'll have more positive aspects than negative, I think.

    I like your other suggestions about GC integration, too.
    (2)
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  8. #8
    Player
    Celia's Avatar
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    Celia Coifiere
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    Sargatanas
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    Marauder Lv 50
    I should mention one more thing. I think that the amount of seals you can get from doing this hunting of higher level monsters should be at 2,500 or 5,000. We're all woefully aware of how little Grand Company seals we get from GC leves, escort missions, and supply missions.
    (0)

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