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View Full Version : [dev1012] Revamped Monster Placement - SE has officially lost their minds



wildsprite
05-16-2011, 06:18 PM
its official, SE has lost their minds, I was heading through Inner Horutoto Ruins and came across mobs that agro a level 90, it wouldn't bother me but these mobs were very close to the beginning of the zone, I was expecting new mobs to be in there but closer to the zone to Toraimarai Canal, not that close to the zone to East Sarutabaruta, cmon SE what were you thinking, low level players go through that area for missions, are you out of your minds?

Chiibi
05-16-2011, 06:22 PM
there are still low level players?

Linh
05-16-2011, 06:24 PM
Didn't they change that in the May 13th patch? I ran down into the beetles and bats at Garlaige Citadel's basement and they didn't aggro me even when I rested.

Zyeriis
05-16-2011, 09:47 PM
No, theres IT+ (to a 90) ghosts in Fei'Yin that aggro, guess where they put them? Right on top of the WHM AF (Body) NM pop point. And no, they were like that AFTER the maintenance.

Akujima
05-17-2011, 12:39 AM
I love the title of this thread.

And yea, the new monster placement feels really weird... Crawlers Nest is way too strange now.

Raxiaz
05-17-2011, 12:42 AM
I myself was worried that something like this was going to happen when I heard the announcement. I can only hope that SE gains some sense and adjusts their placement/behavior so that they aren't a nuisance to passerby and quest/mission completer alike.

RushLynx
05-17-2011, 01:03 AM
I don't understand why they can't leave low level areas as low level areas... there are plenty of other places they could have put these mobs outside of Abyssea... places low level characters won't even see 'till they're at least 60+, not lvl 10... -.-

Krisan
05-17-2011, 01:07 AM
I honestly think they should revert it all back to the way it originally was, then take the non-lazy approach and add extensions to those zones - new rooms in other words - and put the new level 90 mobs in those. This should be entirely possible and it doesn't even require making new zones - just a few new rooms reusing current assets\props. This also shouldn't be that hard to implement given the fact places like Fei'Yin (as an example) have a crap-ton of unused doors everywhere that would be perfect for such extensions.

This would solve everything. At worst they'd have to add an extra map page to certain zones, at best just revise the current maps a little. I'm not sure why they didn't spend the development time on this as opposed to trying to cram them into old-content areas where they were never intended to be to begin with.. But whatever.

Gallus
05-17-2011, 01:11 AM
I don't understand why they can't leave low level areas as low level areas... there are plenty of other places they could have put these mobs outside of Abyssea... places low level characters won't even see 'till they're at least 60+, not lvl 10... -.-

Because there are many zones that rarely see a low level player utilizing them. The zones that have been modified, while they do have af quests in them and I do agree that they should be a little more mindful and not obstruct with high level monsters, would be lucky to see more than one or two player visits a day. By lowering repopulate times on preexisting monsters and adding all new monsters, they've preserved the low level content of the zones while turning them into all-new areas that are relevant to adventure in. I for one am really happy with the adjustment. Zeruhn Mines, for instance, feels like an all-new zone. It's almost like free expansion pack content.

Krisan
05-17-2011, 01:14 AM
Because there are many zones that rarely see a low level player utilizing them.
I always felt some zones were under-used and needed some draw to them, and I agree with the decision to add level 90 mobs to them. I do not agree with the way they handled it though.. They should have built new rooms for the mobs, and at least if they were going to put the new mobs in old rooms.. place them in empty areas where there are no quests associated to them already.

Sama
05-17-2011, 03:23 AM
its official, SE has lost their minds

SE lost their mind when they made Aby and nerfed everything else.

Starcade
05-17-2011, 03:30 AM
its official, SE has lost their minds,


It took you this to see it?

This, of about six or seven major changes in this update alone which defy all real compreshension?

Starcade
05-17-2011, 03:31 AM
there are still low level players?

I think that's the take-home point here.

When the game stagnated in 2009, it was clear that Square-Enix' modus operandi was to try to get new players in to FFXI to probably recruit them for FFXIV.

This all changed in 2010 with the level cap increase and Abyssea. Now, you are hard-pressed to find a real "new player" anywhere.

Riggs
05-17-2011, 03:50 AM
The main problem is SE are not prepared to spend money on a game that they see and as about to be super seeded by 14.

They realised about 18 months ago that 14 was not going to be an instant success and they would need to hold on to the ff11 players until it was ready, as such they made everything very easy and gave people very powerful equipment that is great for holding people's attention short term but not long term.

But that is fine by SE as long term they plan to support 14, as such we get mob pushed in to areas that no one wants as they will not spend the money making new areas or extending existing

Akujima
05-17-2011, 04:41 AM
The main problem is SE are not prepared to spend money on a game that they see and as about to be super seeded by 14.


SE lost their minds when they decided to make FF14 an MMO, shifting all of the focus onto that game, instead of making well thought out expansions and tweaking/fine tuning FF11... Properly.

wildsprite
05-17-2011, 09:44 AM
14 will never replace 11 in the hearts of many players, myself included, if SE does ever decide to kill XI that's it for me

Aldersyde
05-17-2011, 03:38 PM
14 will never replace 11 in the hearts of many players, myself included, if SE does ever decide to kill XI that's it for me

Yup. Never had any intention of going to ff14. I'm not a chronic mmo drifter and the only reason I played ff11 is because it had Final Fantasy in the title. Now that I know about the work that goes into an mmorpg, never again. When ff11 dies that's it for me.

Komori
05-17-2011, 07:28 PM
Have people not noticed that it would appear that alot of the new mobs don't seem to aggro? Or at least in some of the areas I've tried. And just bring a high level friend to bodyguard or sneak/invis you like we used to!

The only way you don't have a high level friend in this game now is if your a hermit.

Akujima
05-17-2011, 08:08 PM
The only way you don't have a high level friend in this game now is if your a hermit.


Actually Komori, this video will explain everything you need to know about Online Games. It's a great synopsis into what good social games provide. *CLICK HERE* (http://www.youtube.com/watch?v=u7VBaCEHJrU)

AyinDygra
05-17-2011, 08:31 PM
Have people not noticed that it would appear that alot of the new mobs don't seem to aggro? Or at least in some of the areas I've tried. And just bring a high level friend to bodyguard or sneak/invis you like we used to!

The only way you don't have a high level friend in this game now is if your a hermit.

They updated the aggro conditions of a lot of monsters after the strong, reasonable outcry about questing and such. (but while I haven't visited all the new areas yet, reports say they didn't fix them all, like, they say Hororotu ruins still has some bad spots.)

I'm personally interested in seeing what they did to Garlaige Citadel's basement, because I used to run the Escort for Hire quest that took me through the basement (not grouping for that quest to get through the banishing gate, and can't get through that gate solo), so the basement was my only choice. If it's going to take more than 5min to kill all the monsters on the path, they'll be repopping before I can go back and send my taru escort-ee through.

Edit: Tried the escort for hire quest in Garlaige Citadel... For a whole hour, I went in and waited at the first intersection where he decides to go either to the basement or toward the banishing gate... He never even once turned toward the basement path. I think they removed that path from his choices. This annoys me... back to Crawlers' Nest... at least that one has 2 "OK" paths still.

Volkai
05-17-2011, 11:11 PM
there are still low level players?

Yes.


By the way, high level monsters aren't such an issue, because the zones with new monster placement have Grounds of Valor tomes, which means you can spend 5 (or was it ten?) tabs to get sneak+invisible so that you can get past them.

Sama
05-18-2011, 01:19 AM
They realised about 18 months ago that 14 was not going to be an instant success and they would need to hold on to the ff11 players until it was ready, as such they made everything very easy and gave people very powerful equipment that is great for holding people's attention short term but not long term.

Think about it, we all played 11 for so long that we all now grown up; myself played 11 for 9 straight years and I will NOT have another 9 year to play 14 so moving from 11 to 14 is a NONO and SE needs to realized that.

For those kids who started 11 for Abysea you know they will quit very quickly because the fail to be part of the pre-abyssea ffxi which was the real fun/memorable part.

Whatever SE is planing will definitely not fit most of us; either they make a FFwow for those kids or else they will lose both 11 and 14 players because they fail bad on the abyssea-11.

ShinChuck
05-18-2011, 01:26 AM
SE, lost their minds? I'd much rather play the XI of today than the XI of this time last year, I adore the new team. :)

Volkai
05-18-2011, 01:32 AM
SE, lost their minds? I'd much rather play the XI of today than the XI of this time last year, I adore the new team. :)

Ehh... I wish they'd actually made a story out of the new Fellowship NPC level cap stuff instead of (apparently?) making it all through Magian trials. But that's a fairly minor quibble overall. They're doing great stuff as far as game mechanics and systems go.

Sama
05-18-2011, 01:33 AM
SE, lost their minds? I'd much rather play the XI of today than the XI of this time last year, I adore the new team. :)

That's all because people get to level 1-90 in 2 days and they call themselves 'endgame player' when they don't even know where the airship agency is in port jeuno.

On one hand yes it's cool I get to level my DRG; one the other hand, omg, FFXI is gone.

Volkai
05-18-2011, 01:41 AM
one the other hand, omg, FFXI is gone.

It is? What am I logging into? It certainly looks like FFXI.

Wenceslao
05-18-2011, 02:23 AM
It is? What am I logging into? It certainly looks like FFXI.

No it doesn't look like FFXI anymore, it does look like a testing beta for some new MMORPG game T.T, really, scenarios, jobs, and citites are all the same, but the mechanics and other stuffs are gone, the other day a lvl90 BLM was asking me how he could get the airship kazham pass, do you think this is sane? or even normal for a lvl90 player?, i have no doubts many of the players enjoy leeching, opening coffers in abyss and that, but what happens when its at the cost of not exploring the vast world we have, if you played before abyss, you should know that this pass is got by trading the 3 low-lvl beastmen strongholds, sure i had no problem in telling him how to get and the second question was: Im from Bastok, how i Reach Giddeus?, i had never been there... And as well if you played Final Fantasy XI before abyss you should know there are some camps that sux, others are quite enjoyable, but in the end you used to visit many places, learn hoy to deal with mobs, with certain threads, you used to grow up as a player by dying, experimenting, having fun on some events (like ballista, garrison, BCNM, etc), now we are living in a FFXI like world with no sense, maybe I'm old fashioned and can't understand this new abyss era, but i keep playing this game because of the old content, sure I do abyss to, if i want to keep going, i have to move with the game, but SE should give some extra attention to low level camps, or to rise lvl cap to enter abyss to show the vast world we have, btw i don't thing no new players wants it or SE, anyway Its goos to know you still think this is FFXI ^^ because i feel like a stranger in a world like FFXI, hope this feeling changes soon.

Alpheus
05-18-2011, 02:33 AM
Yes.
By the way, high level monsters aren't such an issue, because the zones with new monster placement have Grounds of Valor tomes, which means you can spend 5 (or was it ten?) tabs to get sneak+invisible so that you can get past them.


Not in Ranguemont pass. Gotta drop stealth to go beyond the door to where the high lvl mobs are and there's no book till you hit Glacier zone-line. Otherwise yes I'd agree GoV does tend to take care of stealthing issues via tabs. Shame it had to have problems in a critical zone like Ranguemont.

Raxiaz
05-18-2011, 03:29 AM
SE lost their minds when they decided to make FF14 an MMO, shifting all of the focus onto that game, instead of making well thought out expansions and tweaking/fine tuning FF11... Properly.

PS2 limitations. :(

Sama
05-18-2011, 03:47 AM
It is? What am I logging into? It certainly looks like FFXI.

Some FFaby and some FFwow?

Gallus
05-18-2011, 05:06 AM
Since when did you not need sneak/invis to get through Ranguemont on your first trip? The high level stuff ruined the zone? Really? C'mon, as I had originally posted, I agree they shoulda thought out the placement in regards to interfering with AF quests, however, saying that it hurt a "critical zone" like Ranguemont is nonsense. When I made my first trip through it way back in the day, i used sneak/invis and my friends would use powders and oils. The high level monsters have done nothing to the zone. Heck, especially since they changed the duration on sneak/invis. The tombs giving sneak/invis is an added bonus in most zones - we're entitled to nothing but value for our monthly fee and I feel that revamping zones with all sorts of new stuff is definitely value. People will complain about anything.