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View Full Version : I keep dying on limit break 3 (60-65 cap)



lyndshade
12-27-2013, 02:26 PM
In quifom dome (think thats how its spelled) I get to a section where I have to pass the Ruby Quadav and 2 other mobs with it. Thing is the room is tiny and he never moves enough for me to pass and open the door. How exactly do I get this accomplished? I tried 3 times and each time I died due to aggro. I know he can see me through sneak and invis but just seems hard to solo this and so far I haven't really met anyone in game or have a linkshell to get some help. This is just 1/3 of it, I still haven't even got the 2 other crest I need and the guide I am following is like a page long of steps.. kinda overwhelming for a noob :(

Any other way to get passed this?

p.s. I asked a couple times on chat for help but no response >< been trying for couple hours now and died again -_-

Elphy
12-27-2013, 02:47 PM
He is actually true-hearing and not true-sight which is what makes it a lil harder. No quadav will agro by sight actually so if its just them just keep sneak up.

Now the Ruby Quadav has always been a major issue and pain in the backside but there are a couple ways around it. Since you are bst you could simply use a jug pet, throw it at the ruby quadav and when they are distracted go thru the gate. Let the mobs kill your pet, calling it back to you will bring the mobs too. Just be sure you have reraise up in case they still come after you. You can repeat this in the following rooms if you are able (there are more ruby quadav in upcoming areas), just be sure that if you do die, you do it in a spot that you can reraise safely. The only other way outside of someone helping you is to simply wait and hope he gets far enough away that you can run up and go thru the door which is what me and my friends did many many years ago lol. As for a jug pet I would say try something that wont go down quick, like the old school favorite Courier Carrie (fish oil broth). Other than that without actually being on your server to help you idk what else can be done.

lyndshade
12-27-2013, 02:55 PM
He is actually true-hearing and not true-sight which is what makes it a lil harder. No quadav will agro by sight actually so if its just them just keep sneak up.

Now the Ruby Quadav has always been a major issue and pain in the backside but there are a couple ways around it. Since you are bst you could simply use a jug pet, throw it at the ruby quadav and when they are distracted go thru the gate. Just make sure you have reraise up in case they still come after you. You can repeat this in the following rooms if you are able (there are more ruby quadav in upcoming areas), just be sure that if you do die, you do it in a spot that you can reraise safely. The only other way outside of someone helping you is to simply wait and hope he gets far enough away that you can run up and go thru the door which is what me and my friends did many many years ago lol. As for a jug pet I would say try something that wont go down quick, like the old school favorite Courier Carrie (fish oil broth). Other than that without actually being on your server to help you idk what else can be done.

Yeah I am a little down right now, having done so many trips to that zone is getting to me but I wont give up. I will try the reraise and pet tactic and hopefully it will work. Ty :)

Elphy
12-27-2013, 02:58 PM
Your welcome! Be sure to let us know if you made it!

lyndshade
12-27-2013, 03:54 PM
Yeah I was on the way to retrying it and someone from my server read the forums and sent me a tell. Ended up getting my crest woot!

Elphy
12-28-2013, 05:11 AM
congrats!

/10char

Puck
12-28-2013, 08:50 AM
There's an awful lot of threads like this from new players. SE needs to do something about it. They should make alternate routes through the limit break quests, like exchanging Beastmen or Kindred seals instead of having to do the quest. Or other items that are easy for new players to farm.

And what about when all these new guys get to Maat? Fighting mobs that drop testimonies will be tough for them even with Trust NPCs helping. And the actual fight will be a big hurdle since there's a shortage of decent gear on AH for a reasonable price. Also, new players are unlikely to have capped skill, even if they soloed all the way to 70, since mobs give way more Exp than they used to. So yeah, it'll be tougher for them than it was for us.

Frankbrodie
12-28-2013, 09:41 AM
There's an awful lot of threads like this from new players. SE needs to do something about it. They should make alternate routes through the limit break quests, like exchanging Beastmen or Kindred seals instead of having to do the quest. Or other items that are easy for new players to farm.

And what about when all these new guys get to Maat? Fighting mobs that drop testimonies will be tough for them even with Trust NPCs helping. And the actual fight will be a big hurdle since there's a shortage of decent gear on AH for a reasonable price. Also, new players are unlikely to have capped skill, even if they soloed all the way to 70, since mobs give way more Exp than they used to. So yeah, it'll be tougher for them than it was for us.

I'm not sure many of the mobs that drop testimonies for Maat fights will be much hassle for a party of 4. If you're using the full 3 Trust mobs.
I solo-ed WHM testimonies on the Goblin Alchemists in Terrigan easily enough on a RDM/70 for my break on this account years ago.

And you can now buy loads of gear for very little RoE points. Whatever it's called.

Or do what every casual player did for years. And what I did on 9 mules that I wanted to 75/99 at various times for farming.
Level WHM to 66 and just stand there spamming Hi-pots.

Anjou
12-28-2013, 09:57 AM
I like the limit breaks as they are, save for "Whence blows the wind" where you have to get the crests. For someone who can't get help, this could be a road block. By keeping the challenge, there should be an alternate route to take to get this done, such as maybe hunting some kind of collection of rare items maybe?

Nemoide
12-28-2013, 11:42 AM
I recently got the Quadav Crest for this quest and MY HEART WAS IN MY THROAT 90% OF THE TIME. But I ended up getting it on the first time so I liked it.

The Yagudo Crest has been intimidating for me... I'll probably try for it this weekend though.

I expect the next limit break to be a walk in the park but I half-expect to be so frustrated by the Maat fight and that I'll temporarily give up RDM and try WHM since that's supposedly way easier?

Afania
12-28-2013, 04:37 PM
There's an awful lot of threads like this from new players. SE needs to do something about it. They should make alternate routes through the limit break quests, like exchanging Beastmen or Kindred seals instead of having to do the quest. Or other items that are easy for new players to farm.

And what about when all these new guys get to Maat? Fighting mobs that drop testimonies will be tough for them even with Trust NPCs helping. And the actual fight will be a big hurdle since there's a shortage of decent gear on AH for a reasonable price. Also, new players are unlikely to have capped skill, even if they soloed all the way to 70, since mobs give way more Exp than they used to. So yeah, it'll be tougher for them than it was for us.

Getting LB done as a noob was part of the fun for me when I finished mine, the process of dying over and over, then eventually LS/friend came and help ;D. Trade seals for KI is boring as hell lol.

Zarchery
12-28-2013, 08:47 PM
There's an awful lot of threads like this from new players. SE needs to do something about it. They should make alternate routes through the limit break quests, like exchanging Beastmen or Kindred seals instead of having to do the quest. Or other items that are easy for new players to farm.

And what about when all these new guys get to Maat? Fighting mobs that drop testimonies will be tough for them even with Trust NPCs helping. And the actual fight will be a big hurdle since there's a shortage of decent gear on AH for a reasonable price. Also, new players are unlikely to have capped skill, even if they soloed all the way to 70, since mobs give way more Exp than they used to. So yeah, it'll be tougher for them than it was for us.
I don't see the problem. I did limit break 3, solo, back in 2005. The challenges haven't changed since then. Declining server population is irrelevant since I did it solo like I said.

The Maat fight is probably easier now that one testimony gives you three tries, plus the mobs that drop testimonies are so much easier that even a poorly geared level 99 player can blast through them quickly. New players probably have it slightly better than we did.

Puck
12-29-2013, 07:35 AM
You guys are looking at it from the perspective of players with a lot of knowledge. You know where to find everything, how to gear any job, and effective strategies to overcome many of the game's obstacles. You had plenty of time to learn all that back then when leveling was so incredibly slow.

Back then there was plenty to do with other players when the level cap was 75. For years after the cap was raised to 75, about half the population still hovered in the mid levels. So even if you weren't 75, there were still plenty of people to team up with you, help you out, or to relate their experiences with you. Now that isn't the case. A majority of the population is 99, and new players starting from scratch with zero knowledge of the game have a lot of homework to do if they want to catch up and be able to participate in the activities 99% of their server is doing.

A brand new player can easily hit 50 in a week, well before the free trial runs out. How much did you know about FFXI after just your first week? Not much, and you didn't have to. Chances are you were just barely getting to the Dunes by then. So expecting new players to figure everything out and pore over scores of wiki pages in their first week is unreasonable. It's overwhelming for most of them (see the other threads saying exactly that).

The fact that new players are even attempting to play this dinosaur is a miracle. These old hurdles just aren't healthy at this stage in the game's life. You can't tell them to just man up and slog through it solo. If they can't figure it out, or can't find anyone to help, they just won't subscribe. And that's one less person to help keep FFXI afloat.

Zarchery
12-29-2013, 11:03 AM
See, I didn't know much when I was a new player either. I used the Internet, and back then the knowledgebase wasn't as broad as it is now.

Demonjustin
12-29-2013, 11:34 AM
Yeah guys, rather than making the game more accessible we should just leave everything as it is so that new players have to go through a bunch of crap we didn't want to do at the time either, I mean, I did it, why can't they!?

If you do not see the sarcasm, you are sad...

Zarchery
12-29-2013, 10:06 PM
Yeah guys, rather than making the game more accessible we should just leave everything as it is so that new players have to go through a bunch of crap we didn't want to do at the time either, I mean, I did it, why can't they!?

If you do not see the sarcasm, you are sad...

It's more like "if it aint broke, don't fix it". The limit break quests don't make the game any less accessible than it did in 2005. Ok fine, so we get rid of the big long journey for limit break 3 to make the game accessible. What next? Eliminate experience points so that a new player doesn't have to wait an entire month to get to the level cap? Make all the equipment NPC buyable so that a new player can have anything with just a little gil? Make every monster drop gil so that a new player doesn't have to put any thought or creativity into accruing money? If you fix one thing that isn't broken, in the name of accessibility, just because a few people are having trouble with it, where does it end?

Demonjustin
12-30-2013, 02:21 AM
It's more like "if it aint broke, don't fix it". The limit break quests don't make the game any less accessible than it did in 2005. Ok fine, so we get rid of the big long journey for limit break 3 to make the game accessible. What next? Eliminate experience points so that a new player doesn't have to wait an entire month to get to the level cap?I support keeping double XP in place forever and making it the new standard.


Make all the equipment NPC buyable so that a new player can have anything with just a little gil?Actually you can get some fairly good gear from boxes that drop extremely commonly now, just by killing things in field zones. Its not exactly the same, but getting gear is very quick for new players now that you basically farm it out in the field as you level.


Make every monster drop gil so that a new player doesn't have to put any thought or creativity into accruing money?Going off of what I just said, you can NPC all of the extra gear you get(and store in your Mog Case) for quite a bit of gil, which can accrue your fortune you will need later on, as well as to buy spells or other certain things you can not easily get while leveling.


If you fix one thing that isn't broken, in the name of accessibility, just because a few people are having trouble with it, where does it end?It ends wherever it becomes a fun accessible game where people can come, jump in, start to play, learn how to play from the game itself rather than having to look through 3 wikis/forums to learn it, and then in a short period of time experience the game with others after having learnt the basics. Thats where it ends. This character was made for two reasons, to help me make the RDM Guide I have been slowly building for FFXIAH.com so that I can see the game through the eyes of an up and coming RDM more easily, and secondly to see the game from the eyes of a new player in general.

Looking through the eyes of a new player but with the knowledge of an experienced player I can easily say that they need to make some changes still but have changed a lot recently to fix it up a bit. If they made some more changes to speed it up, explain more things, and enhance the fun of it with some more interesting things such as NPCs talking in party chat with random quirky things that go with their unique personalities, it could add more to keep people interested or increase their fun. Its just a matter of changing things, and if people keep trying to stop them from changing it and trying to get them to leave it as it is, this game will only get smaller, because keeping it as it is will not get more players!

We have seen multiple threads pop up here in the last week or two about people coming to the game getting stuck at CoP, or Limit Breaks, because you need more people or they do not know how to get by them, think of how many people weren't willing to go out of their way to do that and just dropped it. We need new players, and opening up this game is a much better idea than leaving it as it is and just hoping they stick it out through the annoying vagueness of the lower levels where no one is just to get somewhere in the game to begin with.

Elphy
12-30-2013, 04:16 PM
It's not about SE making the game more accessible its about the community closing off to any new and/or returning players. The problem is "back in the day" we had ls and friends in-game that we met while leveling and running through the missions. Now newcomers have problems finding a ls or anyone who will give them any attn., answer a simple question or spend 5 minutes opening 3 mage gate much less taking an hr to run them through like ppl used to.

The information is out there and more detailed than it was back then and many of the quests and missions and what not we solo'd just as easily. BUT we had a community willing to help. SE hasn't changed a thing, we have. So before you go all out scolding SE and telling them to change things. I think you need to look at yourself and those around you to see who really is the one who needs to change something.

Demonjustin
12-30-2013, 05:18 PM
I am not naive enough to believe that I am able nor that I have the time to actually assist every new player that comes into the game, changing how I do things will not fix it, and even if I could do this, it would not fix things completely. Since the stance of anti-change seems to be content with leaving things just how they are I will end up FCing XP for people who will not spend a few weeks leveling, I will end up giving gil to players who are unable to make money enough to afford spells or gear, I will end up doing their limit breaks for them and robbing them of any sort of experience.

You have two real choices here, either you can expect players to spend their time holding new player's hand, or you can have the game explain things and hold a players hand so that they can get just as far. To me, build the game to help people, a new player needs help either way, why are we going to rely on the player base to do it when the game can just have simple changes done to it to make it easier to access and last forever, for everyone, rather than just hoping a player picks the up and helps them.

Elphy
12-30-2013, 05:27 PM
I am not naive enough to believe that I am able nor that I have the time to actually assist every new player that comes into the game, changing how I do things will not fix it, and even if I could do this, it would not fix things completely. Since the stance of anti-change seems to be content with leaving things just how they are I will end up FCing XP for people who will not spend a few weeks leveling, I will end up giving gil to players who are unable to make money enough to afford spells or gear, I will end up doing their limit breaks for them and robbing them of any sort of experience.

You have two real choices here, either you can expect players to spend their time holding new player's hand, or you can have the game explain things and hold a players hand so that they can get just as far. To me, build the game to help people, a new player needs help either way, why are we going to rely on the player base to do it when the game can just have simple changes done to it to make it easier to access and last forever, for everyone, rather than just hoping a player picks the up and helps them.

Thank you for making my point for me

CaptainCrunch
12-31-2013, 06:15 PM
I am not naive enough to believe that I am able nor that I have the time to actually assist every new player that comes into the game, changing how I do things will not fix it, and even if I could do this, it would not fix things completely. Since the stance of anti-change seems to be content with leaving things just how they are I will end up FCing XP for people who will not spend a few weeks leveling, I will end up giving gil to players who are unable to make money enough to afford spells or gear, I will end up doing their limit breaks for them and robbing them of any sort of experience.

You have two real choices here, either you can expect players to spend their time holding new player's hand, or you can have the game explain things and hold a players hand so that they can get just as far. To me, build the game to help people, a new player needs help either way, why are we going to rely on the player base to do it when the game can just have simple changes done to it to make it easier to access and last forever, for everyone, rather than just hoping a player picks the up and helps them.

Making the playerbase do it doesn't cost anything. That's why.

Demonjustin
12-31-2013, 11:03 PM
Making the playerbase do it costs no money, but it also does not come close to integrating as many people into the game and its community because there are hardly enough people with enough time, patience, motivation, and knowledge, to take a player from the start of the game and get them into the game to the point they will actually continue to play and even grow as a player in the game like many of us have since we started.

As I said, I am not naive enough to believe that I am able nor that I have enough time to assist every new player, I also believe as a community, we just will not do it, most won't even try, the ones who do will mostly give up or go to extreme in 1 direction or the other when it comes to helping, either not helping enough and leaving the person feeling lost, or, helping to much where they begin to expect all information to be provided to them on demand. If you believe we are capable of this then please explain the numerous threads popping up here, because I am fairly confident more people than not will leave this game before coming to the forums. Those people who leave will probably never return, because unlike us, they built no connection to the game or its community before their departure, and my guess is that they only saw a cryptic game they didn't understand, with few players, and probably not many people willing or able to help them.

On the flip side of that, what happens if SE rebuilds the early levels of the game a bit? Either its wasted money and effort, nothing different happens, and yes, it was an error, or, more people get interested in the game from the get go, and spend money on the game. If you want to look at it after 1 month sure, nothing will change besides a waste of effort, if you look back 6 months later, who knows, 6 months of new players being more informed, able to get into the game easier and making them more likely to stay, there is a good chance it could work out for the better.

The one final thing I add is that if they actually did fix the game up, they have to do some advertising for once, in some way or form, even if its saying something in FFXIV to the extent of 'if you like this game, you should try out FFXI!' or the exact opposite, since they are fairly different games, but something to get people's attention and even direct them to the trial, which massively needs improved, though thats another topic all together.

Puck
01-01-2014, 11:38 AM
Making the playerbase do it doesn't cost anything. That's why.
In other words, another case of SE not spending their FFXI budget where it counts. Gotcha.

Though, if you get down to brass tacks, SE would probably make their money back if they spent some manpower on fixing levels 1-75 for new players. The game is now playable on a majority of PCs. A lot of the integrated graphics cards are actually good enough to run FFXI on medium or high settings, so even people that didn't buy a PC with video games in mind can play it. There's definitely still a market for new players.

I know a LOT of people that were turned off by the difficulty and abhorrent party-seeking difficulties in the old days of 75cap. They would've kept playing if the game were as accessible then as it is now. I know a couple that are thinking of returning. Leveling is finally fixed (provided they keep double Exp... most brand-new players don't Abyssea leech). Now all that's standing between new, completely inexperienced players are a bunch of draconian arbitrary limit breaks.

The only reason limit break quests exist in the first place is because EVERYONE used to be capped at those levels. The quests came along with the level cap increase, as a more immersive way to explain why our characters were unable to become that strong previously. That's pretty silly nowadays. SE knows we don't want to go through a bunch of garbage just so we can get back to level-grinding. Why do you think the 80, 85, 90, and 95 limit breaks were so damn easy? The only one that's hard now is the 99 limit break, and they even nerfed that a bunch and made it so you can spam old rarab tails.

The old limit break quests are relics of a bygone era. They need to change or go away.

And I agree with pretty much everything Demonjustin's been saying in this thread. Those are all great ideas that'll help FFXI survive a little longer.

If you believe we are capable of this then please explain the numerous threads popping up here, because I am fairly confident more people than not will leave this game before coming to the forums. Those people who leave will probably never return, because unlike us, they built no connection to the game or its community before their departure, and my guess is that they only saw a cryptic game they didn't understand, with few players, and probably not many people willing or able to help them.

See, this, 100%. How many players do you know--who actually knew how to play and devoted 100s upon 100s of hours playing it--quit and never came back? I can think of many. In fact, nearly all of my best friends in FFXI are gone now. Most of them simply couldn't justify playing anymore; they didn't want to run in the hamster wheel anymore.

Once the population dips low enough, FFXI will die. This is a reality. FFXI is bleeding players. It has been for a long time. The LAST thing we need are a bunch of frustrating roadblocks for new players. We need them to survive. Anything that makes the game more accessible to them is most definitely a good thing.

Xantavia
01-01-2014, 12:15 PM
The old limit break quests are relics of a bygone era. They need to change or go away.
I would hate to see these go away, and it is not a matter of "I did it, so you should too". My personal feeling are that yes, 75-95 are just a roadblock of "get more XP in the form of merits so you can gain levels". And I strongly believe that 95-99 should not have been a group fight. But the earlier ones helped me bring a connection to my character. I felt that I earned the right to be a higher level. And with the speed of leveling now, I think it is important if only to have the players explore more of the world around them.

LB1 - Crawler's Nest they might have visited (used to be a popular GoV spot on Phoenix), but the Necropolis and GC seem to have little to no traffic today.

LB2 - You explore the Northlands, which you may have only been to before if you were working on Rank 5.

LB3 - Why else would you infiltrate the Beastmen's Lairs. And in my first shell, this is where you proved you really deserved a level increase. No physical help. Just me relying on snk/invisible and whatever tools my job had to offer.

LB4 - Talk to the NPC's around the starting nations. Take in the flavor of the world. Also a nice breather between what you had to do previously and what is coming up.

LB5 - This was the big one. Was I good enough to take the job of my choice to cap? Did I deserve to hit the then level cap? This fight was all on me, using everything I learned about the job over the previous months.

BLU was my first job and when I broke the final cap, I was elated. I felt like I honestly deserved the right to become 75. It was a huge deal for me. The next 4 jobs I took to 75 before Abyssea and the cap increase felt like I was just putting another notch in my belt.

I would hate to take those kinds of feeling away from a player. 50-75 felt like real character growth to me. 76-99 felt unnecessary but only because of the way the quests were designed.