Why is this a problem? It doesn't mean nobody ever went there, and in the very early days, some poeple did. I've spent more time there than you'd probably guess. I can certainly understand the desire to have more reasons to visit old areas, but if you just want to see the sights, you don't necessarily need content to take you there. And as I like to say, just because they could do something, doesn't mean they should. You still don't have much of an argument other than filling space for the sake of filling space.Quote:
Ghelsba Outpost and Fort Ghelsba have never been used or mentioned in any community guides as a popular or recurring place for new or existing players to level.
Again, not sure why we need excuses to go to these places. They have core purposes for the main storylines, that's why they're there. these "dungeon" areas were meant for quests, not so much for just grinding. And I'm not seeing the need for more monster camps for master leveling. Even on Asura, sure, there's a lot of people mercing or botting in one area. But it's hardly the only area. Have a look around, there are numerous other areas they added monsters to. People are just gravitating towards the easiest ones.Quote:
Players have always moved towards Jueno seeking monsters that are closer in level them, rather then Beastmen strongholds in our home nations. (This is why it's a great choice for Apex mobs and Master Leveling).
I'm still not really seeing any compelling argument here, beyond "let's fill space for the sake of filling space."Quote:
The zones itself have a lot of free-roaming capability, and unique terrain which make for challenging spawns possible (both above and below a players current position).
When the game designers make decisions, they (historically, at least) don't simply look at the map and go, "okay, which spot in the game is the most empty, let's put something there." Things have to make sense. Now, to be fair, I don't agree with a lot of the *current* high/apex mob placements either, it's not just your ideas. For example, they decided to go your route with numerous areas years ago and it proved very problematic for people trying to complete quests- Dangruf Wadi for instance, which was certainly a very underused area, but they plopped high level monsters directly in the path needed to complete some quests that are well below the level of the mobs they placed there. creating a beginners trap where people see the monsters and might try to fight them (even after checking them- I know from experience that players would sometimes try to fight "incredibly tough" mobs even though it was probably going to be a bad idea).
I'm just going to set aside entirely the discussion about "dynamis theme" or new endgame content type stuff, because while changing mob camps is probably possible, there's just no way they're going to do something large scale like create new raid zones. So what I actually think of those ideas is honestly irrelevant (I never said I didn't want new content, I'm just being realistic).
The most likely vectors for any new content will be things like new boss fights in previously under-used BCNM areas, of which there are quite a few (though some have been used recently for TVR). But the difference between this and the things you're proposing is adding something like that doesn't have any potential interfere with low level characters accomplishing their goals.
