View Full Version : Mob Placement = Problem
Tetsujin
05-17-2011, 04:59 AM
So, this new mob placement has been quite the situation around vanadiel.
Just some small things I noticed.
There's lvl75 mobs in Zeruhn mines (where low levels should, theoretically, be mining)
There's ridiculous stuff in the basement of garlaige citadel, meaning it's infinitely harder to do coffer key quests now. I'm sure it's the same in other dungeons. Good luck getting your AF gear.
Now there's some tougher mobs in Ranguemont Pass. You know, that place that low level jobs pass through on the way to beaucedine when trying to unlock ice weather for their SMN unlocking quest? The mobs are right on the pathway from Point A to Point B. Fun.
This only things I've noticed from three days of playing. Obviously, SE needs to figure this one out, because if these mobs stay here, things won't pan out well.
Alpheus
05-17-2011, 05:33 AM
Places like Zeruhn Mines had their aggro behavior changed during the emergency maintenance teh other day if I'm not mistaken either that or its planned in upcoming updates/maint. They do plan to make similar changes to similarly affected areas but sadly Ranguemont and Garliage are exempted from such changes if I remember correctly. I agree with you tho bout the placement being bothersome
Teraniku
05-17-2011, 10:55 AM
So, this new mob placement has been quite the situation around vanadiel.
Just some small things I noticed.
Now there's some tougher mobs in Ranguemont Pass. You know, that place that low level jobs pass through on the way to beaucedine when trying to unlock ice weather for their SMN unlocking quest? The mobs are right on the pathway from Point A to Point B. Fun.
With the new extended durations of Sneak / invisible and I'm assuming the tougher mobs are after the door (Haven't been there to check yet) It shouldn't be a problem, unless there are true sight / tru hearing mobs in there.
Alpheus
05-17-2011, 03:35 PM
actually it can be a problem since stealth options can get expensive invis is 40k, 2 stacks one of each stealth med is 27k total and singles for those meds are 3k . To new players who need glacier access or who choose SMN as their first advanced/extra job are kinda SOL. The book at teh beginning of Ranguemont tho able to dispense stealth for 5 measly tabs is useless because you have to operate the door to get further in. If the book at the entrance was instead placed beyond the door mechanism then it would solve the issue really
Dimitrius
05-19-2011, 10:16 PM
The new mobs effect noob questing to. I just ran into um the other day in Horroto ruins doing a beginner quest in windy. They have those new mobs rite passed the cracked wall their that leads to the 3 mages gate door area.
It would be better if those mobs would only aggro lvl 70+ characters, or have it where they only attack if you attack um first.
Glamdring
05-20-2011, 01:20 AM
Not to mention you need to drop Invis to interact with almost anything, there's a help.
Alternative: s/i to get where u need to go, bring a level 90 blm or dark friend to stun the aggro, instant warp out! Oh wait, that quest requires you to fight something, ok, you're screwed.
Romanova
05-20-2011, 01:29 AM
There's ridiculous stuff in the basement of garlaige citadel, meaning it's infinitely harder to do coffer key quests now. I'm sure it's the same in other dungeons. Good luck getting your AF gear.
I actually just did the rdm quests last week for af1, and I can say this statement is completely misleading.
1. the coffer key mobs are condensed to 1 room in the basement. All you have to do is sneak/invis to that one room and you will not aggro any of the high level mobs from the outside while farming.
2. there are no treasure chest spawn points where the high level mobs are. They are all upstairs past the gates, and the mobs there are still the same.
geekgirl101
05-23-2011, 07:10 AM
There's an even bigger problem with the ones in Rangemount Pass. SE didn't think this one through. Before the ahrimans were around level 34-36, which was good for lower levels to farm the ahriman lens for one of the Jeuno quests. Now they're way too high level, and I've hit a wall with what quests I can do in Jeuno until I hit my late 70s and can kill the ones in Beaucadine Glacier. Cheers SE, you've stopped lower levels from being able to quest in Jeuno.
Kaiichi
05-24-2011, 02:51 AM
I haven't been able to witness any of the new placements of mobs, however, my little sis called me all pissed because of what was in inner/outer hotoho runes outside indurst, and if shes complaining there has to be a problum as most things just roll off her sholders.
Kavik
05-24-2011, 02:56 AM
I agree something needs to be done about the aggro situation.... i'm lvl 90 on several jobs and i cannot run through rangemount pass without aggro'ing something(without snk or invis the whole way) or being able to EASILY and i mean in one or 2 hits, kill everything, yeah i can just warp to glacier, but this becomes really annoying when i want to help someone get somewhere when i can usually just run them through and kill anything they happen to aggro in one or 2 swings or as a job that moves faster instead of having to be stealthy. I think non-aggresive mobs would be the best route, just remove the aggro from those mobs entirely.
Deception
06-02-2011, 05:29 PM
I was thinking the horutoto ruins thing, and was thinking maybe they want us to use toraimarai? but then why would lower level players need to level past 75 to get a rank 2 mission done? that site is messed up. about the af quest room thing. the higher leveled monsters traditionally stay in the lowest parts of the dungeons, not at top. If that could possibly be changed. One shouldn't have to sneak/invis through anything really. Having to snk/invis through ultra-high mobs to get to a lower leveled monster area is a bit ridiculous in my honest opinion. I'm glad the developers occasionally read these pages. I appreciate that they are adding new challenges for older players, but they shouldn't be put in place in ways that deter newer players from getting farther.
LeaderofAtlantis
06-04-2011, 09:05 PM
They should've looked at the older high level zones for monster placement instead. They keep trying to make sure you don't have to have any of the expansions to keep up with the level cap increase if you want to, but honestly, why would you need Lv90 for anything if you don't have any of the expansions?
They could've used Ro'Maeve, The Boyahda Tree, Gustav Tunnel, Kuftal Tunnel, Ifrit's Cauldron, Den of Rancor, The Shrine of Ru'Avitau, Ve'Lugannon Palace, Al'Taeiu, The Grand Palace of Hu'Xzoi, The Garden of Ru'Hmet, Pso'Xja, Uleguerand Range, Newton Movalpolos, and I could name any number of WotG or Aht Urhgan zones too. The bottom line is that it seems slightly unnecessary to place the high level creatures in most low level zones. Even in Fei'Yin, where they could've put these things in out of the way spots for the lower level quests, they were placed in the room for WHM AF and on the path to the Qu'Bia Arena - the site for Rank Mission 5-1. I have friends considering a return to the game that might need to start over, but they would be woefully unprepared to have to deal with a Lv95 Ghost in Fei'Yin for a mission they may be attempting at Lv50 or 60. Sure I might be along to help them, but what if they wanted the fun of joining other new players for a challenge? They could not longer do that thanks to this new set up.
Kimmie
06-06-2011, 02:46 PM
We really have people that don't understand why we want to level to 90. You get to be the bad dude running into the area. These new books and pages really should have been put in without enemy changes to help out the lower level players. Anyone who is 70+ is going to level up in abyssea anyway. Skillups are easier elsewhere.
It sucked running through inner horutoto and suddenly having 6 decent challenge goblins on me and die when I'm running through a level 10 area to a level 25 area to do a polearm trial.
Onions for cooking will be a little tougher to get now also.
bungiefan
06-09-2011, 03:07 PM
http://parchmentpaper.blogspot.com/2011/05/new-level-75-dungeon-enemies-where-they.html
Just so everyone has no doubt as to what mobs are where and what aggroes to what. It seems like many of the new mobs don't aggro.
Alpheus
06-09-2011, 03:26 PM
i believe they mentioned in an update note that aggro behavior would be changed. However they then changed that note to reflect that certain zone's new mobs would be removed from the list of areas that would have their mob's behavior changed.
Glad to see some specifics out now bout what aggros to what and where