View Full Version : High Level mobs in beginner areas
Rafien
05-12-2011, 02:20 AM
Since the upgrade, you have placed high level mobs, for level 90 players in areas that are for low level players
Dangruf Wadi is a place for Bastok low level quests. Yet they are now impossible to be completed due to the high level mobs in this area. Same as which in the tunnels of the mines in Bastok.
This needs addressed, how can I help a friend obtain rank 3 if even I as level 60 can't walk them through.
Daniel_Hatcher
05-12-2011, 08:55 AM
sneak and invisible.
Kenaf
05-12-2011, 11:13 AM
I completely agree! I'm somewhat new to the game and was working on my Limit Break 2 quest. On my way through Rangeumont Pass, I wasn't expecting to run into a level 90 monster! Killed me in two hits at level 51. That is ridiculous. This game can't forget about us lower levels!
geekgirl101
05-12-2011, 02:22 PM
I confirm that the area past the cracked wall in the Inner Horotoro Ruins, Lily Tower, is seriously high level. The mobs are guessed to be around 83-85 and drop level 1 items. This doesn't appear to be normal by any means.
Kraggy
05-12-2011, 03:47 PM
SE posted "May 2011 additional update" info yesterday:
http://forum.square-enix.com/ffxi/threads/7597-May-2011-Additional-Version-Updates?p=96057#post96057
Which includes:
We will be making changes to how certain monsters in the following areas will detect a player character. In addition, the monster placement of certain notorious monsters will be adjusted.
Ranguemont Pass / Bostaunieux Oubliette / Toraimarai Canal / Zeruhn Mines / King Ranperre's Tomb / Dangruf Wadi / Inner Horutoto Ruins / Ordelle's Caves / Outer Horutoto Ruins / Eldieme Necropolis / Gusgen Mines / Crawlers' Nest / Maze of Shakhrami / Garlaige Citadel / Fei'Yin
Seems like they maybe have got the message the changes they made weren't universally applauded. ;)
Nephilipitou
05-13-2011, 09:25 AM
It's not an ingame bug to add high level enemies and then add a book which gives you bonuses for defeating high level enemies in an area, and then allow you to get Sneak and Invisible for 10 tabs from that book. So your logic in posting this here is rather... non-existant.
A bug is like NPCs running away from the enemies they are put there to defend against and so you lose because of it or your character magically disappearing, or walking through a wall that isn't supposed to be there.
Concerned4FFxi
05-13-2011, 09:54 AM
i applaud the added high level mobs. Personally since the 85 cap increase i was hoping for a hnm that lives in the tunnel of qufim island and only aggro 75+ players. When i first got my feet under me in this game i was a level 50ish white mage farming Mount Zhayolm with sneak and invisable 24/7, needless to say i died alot mining there. But, the experience taught me alot about the games mechanics, i am sad to see the game become too easy. I do like the addidtional help given to new players and as a previous poster mentioned you can now purchase sneak/invisable for a petty sum of tabs.
Continuity
05-13-2011, 02:17 PM
Requiring sneak and invisible to accomplish entry level missions and quests, followed by an almost guaranteed death upon completion (since you need to deactivate invisible to interact with objects) seems a bit ridiculous for low level players. That's just poor design. Either the mission and quest objectives need to be relocated, or the mobs need to be.
For example, is there really a need to have multiple packs of high level goblins and skeletons leading up to the Mahogany Door in the Inner Horototo Ruins?
Suggestions like "it doesn't matter because new people/characters don't play", "who cares about missions and quests", and "sneak/invis is cheap with tabs and death is free at low levels" just seem like ridiculous excuses for poor design to me.
Alpheus
05-13-2011, 04:27 PM
I will agree that getting sneak and invis for stealthing to complete quests is a part of the game however the GoV tome in Ranguemont is badly placed. Its placed at the Glacier zone and at the entrance zone-line. The glacier zone book makes sense since that is where the new mobs are. The book by the entrance is useless due to the door you need to have opened to go further in to get supply quests or the other variety of quests/objectives accomplished that low level players have to do to get easier glacier access.
I would suggest the GoV book be placed beyond the door in Ranguemont like right on the other side of it. Since the new mobs aren't even in the area before the door. A simple fix that can allow players to stealth past the new mobs towards the Glacier zone.
geekgirl101
05-14-2011, 04:29 AM
ok so we have sneak/invisible to get past, but like Continuity said once you reach your objective there's no way out again if you're not level 90. I'm level 28 max, I had to get help to see me through Inner Horotoro Ruins to get to the Mahogany Door and get out again. It is certainly poor design to have the only way out again as death if you don't have higher level assistance.
GlobalVariable
05-14-2011, 04:48 AM
When they said they were adding high level monsters to what were traditionally low level zones, I thought these would be the less traveled out of the way parts of the zones, not smack in the middle of them. My favorite low levels camps are gone, it makes me little sad. If I do a new job I'll have to learn new camps I guess.
And this was right on the heels of saying they'd make stuff that was EP to 75 stop agroing lv90+ in future updates...What is the point of adjusting those if we're putting in new agro anyway we'll just sneak/invis like always lol.
Glamdring
05-14-2011, 05:13 AM
King Ranperre's tomb is an example of doing the mob placement intelligently, the higher level stuff is not likely to be stumbled on by a level 7. Problem is, they didn't bother with that as much with the new content. I'm about to be taking ranger up the ladder, AF is gonna be a pain in the ass, s/i or no with the new mobs in my way. Especially since you have to drop invis for almost every bit of it.
JovialRat
05-14-2011, 05:18 AM
what they should do is only make the mobs aggro ppl that have GoV running ( not sure if GoV is the same idea as FoV), but if you select w/e kill xxx 3 times, only then the mobs should aggro you.
GlobalVariable
05-14-2011, 05:28 AM
what they should do is only make the mobs aggro ppl that have GoV running ( not sure if GoV is the same idea as FoV), but if you select w/e kill xxx 3 times, only then the mobs should aggro you.
Doesn't make a whole lot of sense from an in universe standpoint. A grizzly bear isn't going to check to see if I'm a bear hunter before mauling me, I doubt vana'diels creatures would either. Maybe some kind of gradually increasing agro range (starting at zilch) hate system based on the fact your attacking them 1st that wears off over time?
Concerned4FFxi
05-14-2011, 05:36 AM
whats so hard about buying a few potions for sneak and invisible now that the AH is merged this should be easy to acquire, i want the game to assist new players but way does everything have to be spoon fed.
GlobalVariable
05-14-2011, 05:43 AM
Who said it was hard, did I miss something? We've already been sneaking around for years and there aren't really any new players to to need to "learn to snk/invis". A little boring actually. I hope by 99 I can actually wonder some places without trivial crap making me stop every yards feet to recast.
RabidSquirrel
05-14-2011, 05:51 AM
whats so hard about buying a few potions for sneak and invisible now that the AH is merged this should be easy to acquire, i want the game to assist new players but way does everything have to be spoon fed.
Spoon fed, spoon fed, spoon fed. It's always spoon fed. This game is STILL unfriendly to new players. I'm guessing you'd rather scare off newcomers. There is nothing difficult, nor "hardcore" about a level 7 sneaking past level 90 mobs. It's merely a steeper learning curve, which is neither a challenge nor is it fun.
Kanjitai
05-14-2011, 07:43 AM
SE needs to take a lesson from other MMOs and they need to pay attention this time. I would gladly pay to play an FF WoW clone. I know people bad mouth that MMO but it's a solid game. XI is fun I enjoyed it but now I don't have the time. Even if I did I wouldn't want to spend it on XI again.
I like games like WoW because I can play a little and see the progress. We all know what XI's shortcomings are. I follow the game and get excited about what they do but I think it's time to redo some things. It's an old game but when I think what they could do with it if they remade XI it gets me feeling the vigor I did when I first started.
JovialRat
05-14-2011, 08:05 AM
Doesn't make a whole lot of sense from an in universe standpoint. A grizzly bear isn't going to check to see if I'm a bear hunter before mauling me, I doubt vana'diels creatures would either. Maybe some kind of gradually increasing agro range (starting at zilch) hate system based on the fact your attacking them 1st that wears off over time?
i totally understand what you are saying, but SE has made campaign mobs non aggro till you get tagged up.
GlobalVariable
05-14-2011, 08:50 AM
i totally understand what you are saying, but SE has made campaign mobs non aggro till you get tagged up.
Yeah and now that I think about it, even the mor eintelligent beinsg in vana'diel aren't to bright..I mean, campaign is basically...
"I know! Lets destroy the orcs forts while they are not present!"
"Sire, shouldn't we occupy their fort and use it against them?"
"That soldier is why you are still a private and I captain!
"..."
later that week
"Grok have idea. We knock down silly elf fort and make our own!"
"Grok is smart orc! We crush elf fort and spend all week making new fort!"
"Gotblut want know why not destroy now while elf away."
"Order from Chief say attack at noon. Grok napping till then. Grok say Gotblut need stfu."
Alpheus
05-14-2011, 11:12 AM
whats so hard about buying a few potions for sneak and invisible now that the AH is merged this should be easy to acquire, i want the game to assist new players but way does everything have to be spoon fed.
Here on Asura a stack of of prism powder and silent oils cost a total of 27k not exactly chump change for new players. doesnt help matter that the spell invisible is 40k. Although i personally think the invis price is grossly inflated i would still call it an investment compared to the stealth meds, however the 27k you spend on the meds is better spent on gear. doesnt help matters that singles of stealth meds are 3k. I get that this might be an instance of saying tough luck but still... its a bit of a tall order no?
Krisan
05-14-2011, 02:20 PM
Here on Asura a stack of of prism powder and silent oils cost a total of 27k not exactly chump change for new players. doesnt help matter that the spell invisible is 40k. Although i personally think the invis price is grossly inflated i would still call it an investment compared to the stealth meds, however the 27k you spend on the meds is better spent on gear. doesnt help matters that singles of stealth meds are 3k. I get that this might be an instance of saying tough luck but still... its a bit of a tall order no?
People do tend to lose sight of this. 27k, 40k? This is all negligible money to those of us who have been playing for years now, especially with the kind of money we can make just poking at stuff in Abyssea. But to a new player? Money is extremely scarce and very difficult to manage. Vital spells like this going for 40k is insane, since no new player is going to be able to afford this when they need it most. And yea, I've never known a new player in all my years of playing either that's had money to burn on consumables along with everything else they need to buy.
I mean I understand why Invisible is 40k. Same reason Raise III is going for 800k or something now.. No one is doing the content anymore to get the drop for it regularly. And because it's not available in bulk anymore, it becomes a rarity - and that means the value goes up. But that really just means this is a fault of SE's dated design more than anything else.. Certain spells need to either be vendored, or added to new NM's\more mobs. A lot of spells are also BC'd only, which is just insane in my opinion - back in the day when people were burning seals like mad it didn't matter, it worked out okay, these days not so much.. Vital spells from BC's end up costing a fortune to buy, and I don't really think new players can be expected to BC grind. (Both for lack of seals, and also for lack of aid and experience.)
A lot of the game design was fine before, it's not so fine now. And it's not even so much about things needing to be easier for new players so much as things needing to be realistic for new players. A lot of what's in the game currently isn't realistic at all without some help from a higher level player. (In terms of direct assistance, or indirect - such as a friend giving you a sizable amount of money to start off with.)
None of these issues apply to me since I'm long past all of this, and I know the game well enough anyway to where I can start a new character and know exactly what I'm getting myself into. But to brand new players? Ugh, I pity them.
geekgirl101
05-14-2011, 02:56 PM
Damn straight. I am not being "spoon fed", I'm a new player with a now level 30 max character, gil is still rough to come by as every penny I earn I spend on new spells since the levels are going so fast I'm having trouble keeping up with the spells, and as result I'm still wearing level 10 gear (which isn't too bad as I'm levelling mostly in the dunes on sync anyways.) There is no chance in hell I can afford your 30-40k sneak/invis pots, nor your 45k invis scroll, for a mission that's done in a level 7 dungeon and will result in certain death once the mission objective is found.