Felren
03-01-2012, 01:58 AM
I've been farming currency for the past month now daily. On average, it seems that dreamland dynamis pulls ahead in currency on average over the original six zones. Every single day that I've gone to the dreamland zones, I've gone at off-peak times. Even so, it has been rare if there hasn't been a time every day where I wasn't waiting for monster respawns.
Bsts are what they are in dynamis for farming right now, and I won't get into that any more in this post, but they're one of the factors in which a solo person can handle a good half of the monsters in a camp. Two-three good soloers can even be waiting on respawns in a camp.
Why is congestion so bad when there are ten zones, multiple camps per zone?
1. The cities are a clusterf***- Between dangerous TE placement, Magic,WS,JA mobs
nearly almost in linking range, cities are generally not worth the trouble.
2. Snowlands- These are a little nicer than cities, but still mob placement doesn't let you succeed in only getting the proc kind you want (JA 99% of the time)
3. Dreamlands are currency farming friendly - Having 100% uptime on JA monster procs makes dreamlands nearly unbeatable in currency farming efficiency this comes back to the proc system being unbalanced.
4. Dreamland Bottlenecking
a. Nightmare balanced weren't given proper attention on the revamp- Some nightmare monsters in dynamis-dreamlands had special additions to their WSs. Some of these are too strong for easy prey monsters people generally try to solo, and make them unviable for farming. This shuts out several camps. (Examples - Dream flower nightmare effect, Scream terror effect, Cactuar 1k+ needles, Soporific Nightmare effect, Urgantines in general, Roc AoE silence) These are cool moves and all, but when you have squishy Ravens, Tanky crawlers, Urgantines all in the same proc cycle, don't be surprised when ravens have 6 people, and the other camps have 0.
b. Spread out camps- Some nightmare monster camps are way too far away from other nightmare monsters to be a viable farm. I don't see this being changed, it's just the way the zones are lined out, but it still is a factor for only one of three monsters in a proc period of being a viable farm.
c. Monster numbers- Though generally camps have around the same number of nightmare monsters, there are a few that are barren. One of these are crawlers, as this camp can only hold one person, two people are waiting on respawns. Considering ravens can only hold about two people as well, this means any more than four people are waiting on respawns during bill times in Dynamis-buburimu.
d. Monster respawn- From what i've seen, the respawn is about 3 vanadiel hours, which is a good 6-8 minutes. In relation to the monster number, if there are only 15 monsters in a camp, and you kill a monster/minute, the camp is full with two people. The respawn time really isn't that bad, but since only one camp is viable in some zones during certain proc periods, you're waiting on respawn very often.
5. Monster level- Since dynamis monsters hit harder than monsters, when you move onto DC monsters from EP, your evasion rate means a lot suddenly. The damage you take as a DD on DC compared to EP is huge thanks to the jump in level differences, and you generally now need a white mage or tons of survivability. DC monsters also take a lot more of a beating than easy prey monsters, it takes me generally twice as long to down one compared to EP in a duo. DC monsters do give forgotten items much more often than EP monsters, but are generally a lot of trouble. Getting a few friends to find two yours you can play with them daily can be hard for some people, it was hard enough to do so when dynamis was 2 days a week.
This all adds up to dreamlands being the fastest solo/duo currency farm on a few farming paths, with little room to breathe. Trying to balance currency farming could be taken in many different ways including Proc system changes, Monster placement, Monster adjustments, Drop rate changes, and more. But looking at dev tags, for now I don't see anything being done to balance currency farming. So what does this mean? Get used to overcamped nightmare monsters, and get used to seeing dreamlands being over half bst/dnc every day until something is changed.
Bsts are what they are in dynamis for farming right now, and I won't get into that any more in this post, but they're one of the factors in which a solo person can handle a good half of the monsters in a camp. Two-three good soloers can even be waiting on respawns in a camp.
Why is congestion so bad when there are ten zones, multiple camps per zone?
1. The cities are a clusterf***- Between dangerous TE placement, Magic,WS,JA mobs
nearly almost in linking range, cities are generally not worth the trouble.
2. Snowlands- These are a little nicer than cities, but still mob placement doesn't let you succeed in only getting the proc kind you want (JA 99% of the time)
3. Dreamlands are currency farming friendly - Having 100% uptime on JA monster procs makes dreamlands nearly unbeatable in currency farming efficiency this comes back to the proc system being unbalanced.
4. Dreamland Bottlenecking
a. Nightmare balanced weren't given proper attention on the revamp- Some nightmare monsters in dynamis-dreamlands had special additions to their WSs. Some of these are too strong for easy prey monsters people generally try to solo, and make them unviable for farming. This shuts out several camps. (Examples - Dream flower nightmare effect, Scream terror effect, Cactuar 1k+ needles, Soporific Nightmare effect, Urgantines in general, Roc AoE silence) These are cool moves and all, but when you have squishy Ravens, Tanky crawlers, Urgantines all in the same proc cycle, don't be surprised when ravens have 6 people, and the other camps have 0.
b. Spread out camps- Some nightmare monster camps are way too far away from other nightmare monsters to be a viable farm. I don't see this being changed, it's just the way the zones are lined out, but it still is a factor for only one of three monsters in a proc period of being a viable farm.
c. Monster numbers- Though generally camps have around the same number of nightmare monsters, there are a few that are barren. One of these are crawlers, as this camp can only hold one person, two people are waiting on respawns. Considering ravens can only hold about two people as well, this means any more than four people are waiting on respawns during bill times in Dynamis-buburimu.
d. Monster respawn- From what i've seen, the respawn is about 3 vanadiel hours, which is a good 6-8 minutes. In relation to the monster number, if there are only 15 monsters in a camp, and you kill a monster/minute, the camp is full with two people. The respawn time really isn't that bad, but since only one camp is viable in some zones during certain proc periods, you're waiting on respawn very often.
5. Monster level- Since dynamis monsters hit harder than monsters, when you move onto DC monsters from EP, your evasion rate means a lot suddenly. The damage you take as a DD on DC compared to EP is huge thanks to the jump in level differences, and you generally now need a white mage or tons of survivability. DC monsters also take a lot more of a beating than easy prey monsters, it takes me generally twice as long to down one compared to EP in a duo. DC monsters do give forgotten items much more often than EP monsters, but are generally a lot of trouble. Getting a few friends to find two yours you can play with them daily can be hard for some people, it was hard enough to do so when dynamis was 2 days a week.
This all adds up to dreamlands being the fastest solo/duo currency farm on a few farming paths, with little room to breathe. Trying to balance currency farming could be taken in many different ways including Proc system changes, Monster placement, Monster adjustments, Drop rate changes, and more. But looking at dev tags, for now I don't see anything being done to balance currency farming. So what does this mean? Get used to overcamped nightmare monsters, and get used to seeing dreamlands being over half bst/dnc every day until something is changed.