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Urthdigger
08-12-2011, 08:17 PM
I noticed that the new thread seems to be adding all the zilart dungeons... with a few exceptions. Quicksand Caves, Sea Serpent Grotto, and The Temple of Uggalepih are not among those added. Was this a typo in the report, or are these just not included, possibly for the same reason Beadeaux, Davoi, and Castle Oztroja lack grounds pages.

Though, so long as it's on my mind, I'd love for grounds tomes to be added to these areas. People could use an incentive to go and attack the beastmen after all.

Behemothx
08-12-2011, 08:20 PM
I don't mind them wrecking balance in low level areas by adding level ~90 mobs as long as they don't aggro or link. Fei'Yin new mobs shouldn't be there or at least not aggro.

Tsukino_Kaji
08-12-2011, 08:23 PM
Ifrit's cauldron is a terrible idea unless there's 30 or so books.

Lushipur
08-12-2011, 09:31 PM
what about the automatism to keep the current page after you finish one?

Karinya_of_Carbuncle
08-12-2011, 09:34 PM
Was this a typo in the report, or are these just not included, possibly for the same reason Beadeaux, Davoi, and Castle Oztroja lack grounds pages.

My first thought was they didn't want to interfere with AF coffers (either by banishing key-dropping mobs to inaccessible locations, putting level 90+ mobs on top of the coffers themselves, etc.) but Ifrit's Cauldron and Kuftal have AF coffers too, so... Beadeaux, Davoi, and Oztroja are also involved in numerous quests and missions, not to mention the presence of testimony droppers, so maybe that's why they didn't want to rearrange them.

Please be mindful of trials when adjusting monster locations, though. Chamber Beetles are either inaccessible or nonexistent now, as I was dismayed to discover when attempting Trial 190. (Fortunately, Quicksand Caves is still a possible location for that one.) Having your level 60 trials target replaced by a level 95 GoV target is very bad even if the new mob is the same family and thus technically you could do the trial on it instead (with enough help).

sgtsagara
08-12-2011, 10:06 PM
There are already books in af coffer locations so that cant be it. most of those places seem like beastmen strongholds maybe that's it. who realy knows why they do some things.

Airget
08-12-2011, 10:29 PM
I'd say odds are cause those places are considered beastmen strongholds. Maybe they are trying to play it out like all this is happening cause of voidwatch however since the beastmen strongholds are like their home they aren't effected or rather they are fighting off the potential of new mobs invading their homes.

Francisco
08-13-2011, 01:17 AM
My feedback on the system as a whole so far:

Fei'Yin:

- Redistribute the lower level Shadow mobs to the four southeastern rooms to the south of the entrance to Qu'bia arena. Four Shadows per room. Move Specters and the Shadow NMs from the NW corner to the NE corner area (north of the Entrance to Qu'Bia arena) and from the basement. Again, 4 per room.

- Use the rooms freed up near the Cloister of Frost to relocate all the stray Weapons (western side of the basement - some are in side rooms, some are in a deadend room west of Cassie) so all the weapons are along the path to Shiva.

- Northwest of the fountain room is an area shaped like Brain's (from Pinky and the Brain) head. Use this room and the room to the SE of it (the room that should now connect Shadows and Fomors) for the Lv95+ bats and pots.

- Use the NW corner (formerly Specters) for the Lv95+ Ghosts.

- Use the remaining areas to redistribute the small number of displaced pots, dolls and bats. There is still an empty room west of Cassie, several empty rooms previously occupied by weapons, and a few empty hallways.

Ranguemont Pass:

- Consider removing all high level monsters from this area. It is very small, but is an instrumental pathway to progress on quests and storylines for newer players. The level jump is pretty illogical as well.

- Alternately, relocate all high level mobs to the northern tunnel and to the southeastern forked dead-end tunnel.

- If taking the second option consider 1) the NM for Blighted Gloom should also be relocated and 2) the oozes in Ranguemont Pass are a VERY popular camp for BLMs working on Empyrean Staves.

Garlaige Citadel

- Return the main basement to the way it was. (Funnel Bats, Chamber Beetles), but leave out Magic Jugs and move Explosures (Genkai 1 bombs) to those spots. Remove the undead from Serket's room, but keep them in the back room.

- Use the rooms freed up by Explosures to implement the higher leveled mobs.

- Replace the skeletons near the exit to Roc with Coffer Key level skeletons.

- Replace all the enemies on the path to the Strange Apparatus room with higher leveled enemies, but not interfering with the path to the furnace room.

- Add a key item to open Banishing Gates, similar to the Moongate Key for Ro'Maeve.

- Adjust the THF AF3 quest so the monster placement will not interfere with the quest. (This can be achieved by making the 6th ??? spawn the NM and eliminating the 7th)

The Boyahda Tree

- I'd keep the majority of new enemies beyond the Korrigan/Processionaire areas. Mostly towards Ancient Goobbue and maybe heading up towards Dragon's Aery.

- I would not interfere with the first part of the zone much, if at all - mostly leaving Bark Spiders, Robber Crabs, Mouriches and Knight Crawlers alone.

- Do not add tougher enemies in the vicinity of the ??? for the Sleepga II quest.

Korroloka Tunnel

- Changes to this zone may upset players if Astral Burning is still prevalent.

- I would not interfere with the direct path from Bastok to Altepa.

- Do not add tougher enemies in the vicinity or on the path to the ??? for the Ninja job quest.

Kuftal Tunnel

- I would not interfere with the path from Western Altepa Desert to Cape Teriggan.

Ve’Lugannon Palace

- I would not interfere with areas used to fight enemies like Brigandish Blade, Zipacna and Steam Cleaner.

The Shrine of Ru’Avitau

- I would not interfere with areas used to fight enemies like Olla Grande, Faust, Ullikummi and Mother Globe.

Ifrit’s Cauldron

- I would take extra care with this zone to make sure enemies group together on tome pages are within close vicinity to each other.

- It would be difficult to increase the level of enemies in this zone without affecting the path taken used for Zilart Mission #5.

- I would like to see the amount of time Flame Sprouts are present decreased.

Gustav Tunnel

- This zone is interesting because it caters to level 40ish players, but really doesn't need to. The entire first tunnel (Hawkers, Hell Bats, Goblins) could be removed. I think the only things to be cautious of interfering with here are Bastok Mission 9, a Shantotto mission and a WSNM. The path to Teriggan is pretty useless, and doesn't really need to be preserved.

Labyrinth of Onzozo

- This is a pretty neat zone with a lot going on, really. There's a lot of different enemies, lots of NMs, WSNMs, quests... definitely workable. I would just start by condensing enemies that are pretty wide spread and moving enemies forward - and seeing what space if freed up in the end.

- Having one room of Cockatrice could allow you to move the Sea Monks up - freeing up the Peg Prowler room - which you could move Torama/Ose/Goblins too - freeing up the back room - which could be used for new enemies.

Rewards:

- Narrow the range of loot distribution from brown Treasure Caskets. Obtaining items like Potion +1, Zinc Ore and Bird Feathers is frustrating.

- Allow us to maintain Prowess for a period of time, even if we leave the area. Sometimes we want to leave the zone - even if only for a few minutes to reapply signet, list items on the auction house or to use up merit points.

- Maintain the "once per day" restriction on gil rewards, but remove the restriction on tabs.

- Perhaps increase the duration on Haste received from Tomes to 30 minutes - or the duration of your next page - even if for an increased cost in Tabs. (The current duration makes it pretty useless).

Grounds Tome:

- Ensure that all target enemies are within reasonable distance to a Grounds Tome. At present, Bostaunieux Oubliette and King Ranperre's Tomb are not very reasonable. Ifrit's Cauldron will likely require several tomes to be functional. Other zones may require a few, while Zeruhn Mines gets by fine with just one.

Crocker
08-13-2011, 04:03 AM
Stop Breaking Old zones and use the man power to give us new zones/expansions.

Bet SE has a motivational poster that says "If its not broke, Break it!"

The only zone that gets used now For Grounds of Valor is Zeruhn Mines and that's only for the Prouesse Ring (skill up gain ring) Seeing that no one uses the other zones why break more? If anything they should fix the book issue before adding more zones. Adding more books to the zone isn't the fix either, we need a portable book like the magian specs the coding should be there already make a new item that pops out a book and make checking your own book act like you checked the real book sounds simple enough...

Thonuwan
08-13-2011, 05:08 AM
I don't know about Quetz but on Carbuncle Crawler's Nest is used all the time for parties up to the level cap there on the bees and crawlers. I have also seen the Bostaunieux Oubliette host a fair number of people though I haven't been in there in a while.

Inafking
08-13-2011, 07:28 AM
I'm worried about The Boyahda Tree. Those crabs are used for so many things and we take our crab battles very seriously.

http://www.youtube.com/watch?v=8mHKHKR8x6A

Miera
08-14-2011, 03:23 AM
Stop Breaking Old zones and use the man power to give us new zones/expansions.

inbe4PS2Limitations

Reznov831
08-14-2011, 03:45 AM
Stop Breaking Old zones and use the man power to give us new zones/expansions.

Bet SE has a motivational poster that says "If its not broke, Break it!"

The only zone that gets used now For Grounds of Valor is Zeruhn Mines and that's only for the Prouesse Ring (skill up gain ring) Seeing that no one uses the other zones why break more? If anything they should fix the book issue before adding more zones. Adding more books to the zone isn't the fix either, we need a portable book like the magian specs the coding should be there already make a new item that pops out a book and make checking your own book act like you checked the real book sounds simple enough...

I totally agree with this person. Make an item that will summon a book in front of you for you and your party to use and get a new page, have it have a 30 second to 1 minute cooldown time. And fix the Fields of Valor books, I am sure you can simply upgrade them to be as good as the Grounds tomes. No one wants to use field of valor books anymore when they can use grounds tomes and xp faster, and have better field support. This issue should really be fixed. And make a item to pop up the proper book for each zone, or just another item for field manuals.

Also it would be nice if their was a field support option that costs a fair amount of tabs and would allow you to summon a nomad moogle next to the book so you can access your safe/locker and switch jobs right on the spot so you won't have to zone and take all your time getting another job for your page party. Though this idea may be too powerful, and could be abused I guess by people camping NM's or something, so maybe their would be a nice way to balance like a 20 minute cooldown or something.
Either way, just the option to be able to use a field support to change your job so you don't have to zone and lose your xp bonus (heck would still be nice even if you did lose it) would be awesome.

And lastly if you don't want to give us all that favorable ability to make pages easier than at least make some item that you can use every minute or so that will ask you if you want to repeat the last page you got from the real field manual/ground tome.

I am really adamant about the fixing the Field manuals, I would love to lvl in outside zones again, but their weak xp compared to a ground tome page makes it so not worth it.

This is completely off topic and maybe I should start a thread ( or someone can use my idea and start one) but I think it'd be cool if their was some sort of form of a campaign like system in the zones that also comes in the form of a Field manual or Grounds tome. Hear me out.
I will call it zone cleaning as a name for it for now.
Wouldn't it be cool if you can go to a zone and click on a manual/npc and accept a badge (like campaign) and maybe something like kill this mob family type or kill all mobs and the more you kill the more xp you'll get when you return to the manual/npc. The cool thing is that anyone can help as long as the lvl gaps still allow each person to obtain xp. No one has to be in a party like campaign but can if they please and can lvl sync. And a way to stop ppl from leeching and abusing this idea would be to make sure they actually attack the monster with weapon or magic for it to count for them on the counter of how many mobs they helped eliminate for the book/npc. Maybe their could be a timer and a bonus if you defeat more per timeframe. IE 50 per half hour is a bonus of 500xp per mob when you return to npc/manual. if you kill 100 in 30 minutes you'll get 1000 per mob. But I guess this system would need lots of balances and things changed. For instance you don't want ppl abusing it and doing parties where all the mobs are pulled and killed in one spot, and respawn time of mobs would make it difficult, and so much more would have to be considered so as i'm writing this i'm realizing I don't have all the answers and a good solid idea that would be fun. What inspired me to think of something fun would be the idea that campaign is dead and people would like bring old zones back to life and the last reason is that it would be cool to see people interested in destroying the beastmen again and taking control over the zones again. And maybe have some kind of cool rewards system. IDK this idea is very vague.
The other idea I had was to take beastmen strongholds and add a manual to them and have something like dungeon cleaning, where you have to clear the dungeon of mobs and make your way from point a to point b in a given time or maybe to keep a npc alive. And when you make it have the rewards for making it based on time, mobs killed, npc life, or something idk.

Reznov831
08-14-2011, 03:58 AM
Forget my last idea on the bottom of my last post. I just realized it's alot like Dynamis/Nyzul Isle/Maze Mongers. XD

Reznov831
08-14-2011, 04:02 AM
Also if SE wants to add high lvl mobs to old zones that make it hard for lower lvls to navigate them without getting agro'd and wiped then yes it would be awesome if they'd make high lvl mobs not agro or link since they want to make the zones more difficult to navigate anyways. If they wish to make mobs aggressive for higher lvl players then add something that would allow low lvl players automatic immunity to high lvl mob aggressionthat shouldn't even be there in the first place.

Reznov831
08-16-2011, 06:39 AM
Come on people give them ideas so that we can have a better GoV and FoV sstem put in place. People need to drop in their opinions here or we will suffer from another mediocre update to them

Panthera
08-16-2011, 07:36 AM
- Perhaps increase the duration on Haste received from Tomes to 30 minutes - or the duration of your next page - even if for an increased cost in Tabs. (The current duration makes it pretty useless).

This ^ ^ ^ ^ ^ ^ ^ ^ ^ ^

Rexen
08-16-2011, 05:18 PM
What I don't understand is why they seem to be so bent on forgetting that Aht Urhgan even exists. They made all the experience camps mute when the expansion was released and now they want to undo all that for some reason. They should add Grounds Tomes to the dungeons in those zones, even the Beastmen strongholds. It's a shame to see those zones go to waste, except the few magian trials which are better done there, missions, few quests and ZNM when they are even relevant anymore.

I've said it in other threads, but why are you so against adding these new experience ideas to Aht Urhgan zones Square Enix?

magnuss
08-21-2011, 07:33 AM
Seriously why add grounds of valor at all. If you want high lvl mobs go to abyssea. Please someone answer me this question, lets say you are a new person, or just get the urge to lvl a mule high enough to get some usefull added space to your mog house, and lets say you are from Bastok. Please tell me how on gods green earth are you going to complete say the canteen quest, or wadi stone quest. Also I would really like to know how in the world the escort quests in any of this zones are to be completed. Ive said it before these mobs should not agro, and should not be targetable unless under a flag for gov. Ifrits cauldron, yeah that place isnt bad enough as it is. It was really sad the other day when a lvl 74 warrior in my LS got tagged in wadi, and was asking for a raise. Please Square rethink this stupid move you have made with these areas.

Kimara
08-21-2011, 03:31 PM
Seriously why add grounds of valor at all. If you want high lvl mobs go to abyssea. Please someone answer me this question, lets say you are a new person, or just get the urge to lvl a mule high enough to get some usefull added space to your mog house, and lets say you are from Bastok. Please tell me how on gods green earth are you going to complete say the canteen quest, or wadi stone quest. Also I would really like to know how in the world the escort quests in any of this zones are to be completed. Ive said it before these mobs should not agro, and should not be targetable unless under a flag for gov. Ifrits cauldron, yeah that place isnt bad enough as it is. It was really sad the other day when a lvl 74 warrior in my LS got tagged in wadi, and was asking for a raise. Please Square rethink this stupid move you have made with these areas.

I don't really mind the new mobs and I'm a fan of grounds of valor. I think it was nice to add that to some of the older areas especially if they continue to add more benefit and reward. Honestly most of the things you mentioned you could always ask a friend to help. If you don't have any I would say to make some, when I started playing of course the game was way different from how it is now but I didn't have any friends when I started out. I didn't know anyone in game but I made friends rather fast. I say they could make it to where they only aggro under certain conditions but I don't really mind the way it is. I have to admit i've been caught off guard by it running through an old area thinking I wouldn't get aggro because we didn't for so many years. Most I can say is a quote my good friend Tigerfury always says "Should have fought harder!" in other words, be prepared! Sneak and invisible tools and items are still here.