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Hoshi
05-15-2015, 02:11 PM
It's a neat idea but on my server Escha is incredibly crowded. There are not enough monsters to sustain everyone who wants to farm silt. No one wants to make a party to farm silt because more players lower the xp gained and less xp is less silt. Furthermore each of your current camps can be easily cleared (and kept empty) by a single well geared 119 player.

I think the easiest fix here would be to lower the respawn time of the enemies, but another fix might be to increase the level of the enemies we find. Things seem to cost a fair bit of silt and so I think many players will be farming Escha for quite a while.

Creelo
05-16-2015, 03:26 AM
I'd definitely like to echo these comments about the new content. The congestion in the new area is pretty horrible, and I felt like a jerk whenever I'd outclaim someone on a mob instead of being able to team up with them.

I understand they're trying to aim for FFXI to be more solo friendly, but I fail to see why they are essentially punishing players for teaming up to farm silt in this new content. Exp takes a horrible dive after adding just one person to your party. The sense of unity within FFXI is slowly being ripped away with these new updates. Players should not be penalized for teaming up, but rewarded, especially if they want veterans to ever team up with new/returning players.

One of the main problem I have with this is that you can't pop the new NMs solo; you HAVE to have 3 people and everyone has to have the 1k Silt KI and pop KI. So despite silt farming favoring soloers, you still HAVE to team up with others to even start an NM fight. This is just a contradictory ideology when it comes to this new content and direction that FFXI is taking.

Solutions?
-Add more mobs to the camps.
-Adjust some mobs lvl to add higher lvl camps within the deeper parts of Zi'tah.
-Reduce mob respawn timers.
-Don't reduce exp while teaming up with other players or drastically reduce the penalty, at least up to a group of 6 like in Woh Gates, etc. Alternatively, provide a slight boost if teaming up with others (up to 6 people).

bungiefanNA
05-16-2015, 07:58 AM
Look at Dungeon Fighter Online, where you get an EXP multiplier for having party members, instead of a penalty for having them. Trusts give you the extra members, without the same penalty real players give you, and that just makes no sense to making the game more accessible. If cooperation is the goal, why make a penalty for cooperating?

Tile
05-20-2015, 12:57 AM
was thinking they could at least split zone, Do like Escha- A, and a Escha-B. So you could check which one has fewer people. adding this much content to single zone with the expectation of more people returning to game was a bad move.

Singforu
05-20-2015, 03:02 AM
I can see why there is an exp penalty with having more people in the party, so I recommend that just the silt receives a multiplier based on the # of people. For example, let's say you solo kill a mob and it gives you 10,000 exp and so you get 100 silt. If you have two people in party you would get 6,000 exp each and 60 silt each. So while we could have the exp still have a penalty (as it should be) for multiple people, add the following multipliers to silt based on the same multiplier for exp penalty:

# of party members silt multiplier
1----------------------------------1
2----------------------------------5/3
3----------------------------------20/9
4----------------------------------5/2
5----------------------------------100/37
6----------------------------------20/7

As you can see, with two people in our example (60 silt)(5/3)=100, the same as a solo player. This way, regardless of exp gained due to # of party members' penalty, everyone will receive the same amount of silt.

Grekumah
05-22-2015, 06:45 AM
The development team realizes that there is a lack of monsters currently for players that are level 99 and above, and as such we will be adding higher level monsters in the June version update.

We are also planning to make adjustments to the acquisition rate of Silt while in a party, so please look forward to this.

Hoshi
05-22-2015, 10:31 AM
Thank you so much! That will help a lot.

Dieth
05-23-2015, 01:31 AM
The development team realizes that there is a lack of monsters currently for players that are level 99 and above, and as such we will be adding higher level monsters in the June version update.

We are also planning to make adjustments to the acquisition rate of Silt while in a party, so please look forward to this.

Does this just mean we'll have Escha - RoMaeve with higher level monsters? Or you're actually going to add iLvl119+ monsters in this zone?

Johnb
05-23-2015, 06:35 AM
Can you please fix harvesting as well? The drop rate for Gravewood Logs is terribly low and there are not enough points up at one time.

Camate
06-06-2015, 03:11 AM
Hello!

Based on everyone’s feedback we will be making a variety of adjustments to Escha - Zi’Tah and Geas Fete in the June version update to make it more enjoyable.


More monsters that yield Escha Silt
We’ll be adding monsters to Escha - Zi’Tah so level 99 players can obtain more Escha Silt. Additionally, we’ll be adding a system that will speed up the respawning times for monsters depending on the number of players in the area and how quickly monsters are defeated.


Easing of the experience point modifier when playing in a party
We’ll be applying the same adjustments made to Adoulin areas to Escha - Zi’Tah so that you can earn more experience points when playing in a party. Since Escha Silt is linked to the amount of experience points earned, it will be possible to obtain more when defeating monsters as a party.


Easing of the Tribulens price increase
We’ll be easing the price increase of Tribulens when you continue to buy them in a short time period and making it easier to challenge Geas Fete in succession up to a certain amount of times.


Easing of the requirements for certain grisly trinkets
We’ll be changing the requirements for certain grisly trinkets and reducing the number of required items to purchase them.

Kraggy
06-07-2015, 01:23 AM
Easing of the experience point modifier when playing in a party
We’ll be applying the same adjustments made to Adoulin areas to Escha - Zi’Tah so that you can earn more experience points when playing in a party. Since Escha Silt is linked to the amount of experience points earned, it will be possible to obtain more when defeating monsters as a party.
So the solo-friendly new content didn't last long. :(

Ataraxia
06-07-2015, 06:38 AM
Hello!

Based on everyone’s feedback we will be making a variety of adjustments to Escha - Zi’Tah and Geas Fete in the June version update to make it more enjoyable.


More monsters that yield Escha Silt
We’ll be adding monsters to Escha - Zi’Tah so level 99 players can obtain more Escha Silt. Additionally, we’ll be adding a system that will speed up the respawning times for monsters depending on the number of players in the area and how quickly monsters are defeated.


Easing of the experience point modifier when playing in a party
We’ll be applying the same adjustments made to Adoulin areas to Escha - Zi’Tah so that you can earn more experience points when playing in a party. Since Escha Silt is linked to the amount of experience points earned, it will be possible to obtain more when defeating monsters as a party.


Easing of the Tribulens price increase
We’ll be easing the price increase of Tribulens when you continue to buy them in a short time period and making it easier to challenge Geas Fete in succession up to a certain amount of times.


Easing of the requirements for certain grisly trinkets
We’ll be changing the requirements for certain grisly trinkets and reducing the number of required items to purchase them.



Everything seems really good and I hope you do not forget about Capacity points chain because it is difficult to chain with small group or solo. I like a more fun experience when farming capacity points so it be good if the chain works like experience points chain so it give people enough time to pull and keep chain going. =)

Alhanelem
06-07-2015, 02:43 PM
So the solo-friendly new content didn't last long. :(
It's still better to solo. The punishment for playing in a party is reduced.

YosemiteYogorockBlondelle
06-07-2015, 11:19 PM
I was figuring on what they were attempting to create is an area where you could stay in one area the whole entire time to level jobs up from 1-through-99 quickly, easily as you progressed in levels the further back you would have to travel into the area as the mobs would raise in levels higher and higher matching your current job's raised leveled up kill ability\strength's to get the most or rather a ton of exp more than any other area for all new & returning players into making these players catch up quickly to everyone else that is 99 plus of the game by doing this besides aby? I guess they had hoped or had in mind they would to draw players back to the game by the new areas/mobs perhaps!?"

:cool: I know there are also quite a few players out there who tend to forget that not everyone has all of their jobs to 99 yet and will go to a newly created area with the way lower level mobs and easily claiming several mobs with a single AoE ws that might of made it great for the low levelers leveling up into higher levels if they hadn't claimed all of them in the area...:confused:

voiceless
06-08-2015, 07:13 AM
Is there a possibility that you can add Rare HNM Spawn after clearing a colonization reive each zone one HNM that gurantees 2 hp balyd pouchs and very rare equipment?

Hoshi
06-08-2015, 02:11 PM
I was figuring on what they were attempting to create is an area where you could stay in one area the whole entire time to level jobs up from 1-through-99 quickly, easily as you progressed in levels the further back you would have to travel into the area as the mobs would raise in levels higher and higher matching your current job's raised leveled up kill ability\strength's to get the most or rather a ton of exp more than any other area for all new & returning players into making these players catch up quickly to everyone else that is 99 plus of the game by doing this besides aby? I guess they had hoped or had in mind they would to draw players back to the game by the new areas/mobs perhaps!?"

:cool: I know there are also quite a few players out there who tend to forget that not everyone has all of their jobs to 99 yet and will go to a newly created area with the way lower level mobs and easily claiming several mobs with a single AoE ws that might of made it great for the low levelers leveling up into higher levels if they hadn't claimed all of them in the area...:confused:

If they wanted to give players the chance to do that they should have made multiple instances of escha. With 28 players in the zone (6 of them lv 80 or below) pretty much all camps are full and all mobs are being killed.

I think the hyper spawn idea is excellent - as is the reduced penalty for being in a party. I'm sure they won't remove the lower level monsters and now the zone will be a place where you can gain xp at many levels while still supporting end game content.

YosemiteYogorockBlondelle
06-09-2015, 05:21 AM
If they wanted to give players the chance to do that they should have made multiple instances of escha. With 28 players in the zone (6 of them lv 80 or below) pretty much all camps are full and all mobs are being killed.

I think the hyper spawn idea is excellent - as is the reduced penalty for being in a party. I'm sure they won't remove the lower level monsters and now the zone will be a place where you can gain xp at many levels while still supporting end game content.

I agree wholeheartedly with what you said in the second line of the second very short paragraph but what if they also made the mobs setup the same way that's mentioned with new area's the they may have have plans to add only to be a choice if we needed a choice in a change of scenery area to level up in and of course the mobs probably fit to the newly area like the redone looking of the sanctuary of zi'tah into escha-Zi'tah. I'm guessing next area will by next area you normally zone into from The Sanctuary Zi'tah maybe.., Of course there plethora of other areas that could be made into a Rhapsodies area, maybe even Ru'Aun Gardens/Sky :P