I was wondering about that since current dungeon repops would have players waiting for some time.
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I was wondering about that since current dungeon repops would have players waiting for some time.
the update notes are vague and confusing, and I do wonder if it does make it harder for lower level people to expore like that like getting SMN unlocked so the Ranguemont Pass seems crazy.
what about lower level player questing RSE?
as is i think SE is off thier rocker with these notes.
plus dungeon repop timers are way longer then outside, did SE forget about this???
forgot to bring up the point the title is dev1010, there a way to change that?
I hate this... I still like some of those mobs in caves and dungeons for farming and I don't want to have to fight for my life just to get the items I want, like scorpion claws in the Crawler's Nest. Why can't people just fight the high-level monsters where they are now instead of messing up all the low-level areas??? My gosh, Abyssea, and Wings of the Goddess are both catering to high level players as it is...
Or why not just raise the level of monsters for players who have a page active? If I go traipsing through an area, I don't want to be suddenly aggroed where I used to be safe. This update is going to suck because I know they'll make these changes even if it makes some people mad. But *I* still like low level activities.
Anyway, if you're going to ruin the game like this, why not give each player his own copy of a "field manual" and "dungeon manual" to carry around and use instead of having to run to a specific location? That would sure make things a lot simpler. Also, why not add a sixth page that'll let us kill any monsters we want to kill in the zone (maybe 10-12 of them) until we get a bonus calculated by WHAT we killed. Why? I don't want to have to kill Sabotenders in Altepa just to complete a page, but the other monsters on the page aren't bad.
Seems like their deleting part of classic FFXI to add this.
So people are complaining old Areas are never used. SE adds new content to the old areas to breathe life back into them, and we get:
"What? Crappy useless zones getting new mobs, content, and life breathed into them? WAAAAAAAAAAAAAAAAAAAAH MY NOSTALGIA QQ"
I should just put this in my sig, But really, People will complain about anything. Those zones were empty areas wasting Memory on the Servers, I'm happy they're breathing new life into it by adding these high level Enemies (That are likely going to be non-aggressive) and Grounds of Valor. They also appear to be reducing the Respawn time in dungeons to 5 minutes like out-side spawns (quoted somewhere in another thread).
I think this is a Positive. I'm sure SE will make sure the Enemies are either Non-aggressive, or do not interfere with Quest areas. They usually think stuff like this out. Look at the past mobs added this way, They were Non-aggressive in places safe to 75's, and only aggressive in areas where mobs were already aggroing you (Like the Eyeballs in uleg Range)
I think this will be nice, nostalgia is never a reason to let stale zones go to waste. They already said the new enemies would basically be added in the backest-pits of the zone, Front-monsters remain the same.
Actually, the "backest-pits of the zone" part is why I am a little concerned about the whole concept of Grounds of Valor. Think about how long it takes to get anywhere in this game, for example Dangurf Wadi. Based off of the track-record from Fields of Valor, they are probably going to have a book at the entrance to South Gustaberg and North Gustaberg. Now supposed one of the camps is at G-7, fairly in the middle of the zone- after so many mobs you are going to have to stop what you are doing to run all the way through the winding, labyrinthine tunnels to one of the exits, or you are just going to escape and waste those ever-so "lavish rewards" for the sake of expediency. Or you will just go back to Abyssea and do Dominion Ops there because it will be faster and easier. (And the bonuses are going to have to be truly awe-inspiring to get people out of Abyssea for that final 434,000 XP to 99. 20-25k per hour isn't going to cut it anymore.)
Only certain Dominion Ops are done in XP parties, and that is because the mobs are right by the Sergeants. It is completely illogical to stop XPing to pick up an XP bonus since chances are you are going to make less XP because of a long commute. Marids in Abyssea - Uleguerand have an awesome XP bonus, but because you have to hoof it and use confluxes to get the Ops, no one ever bothers. The best way to combat this would be to sprinkle dozens of Ground Tombs all around the zones, it would be lovely but highly unlikely.
Also, more practically than the Nostalgia Filter, I am also concerned that several good spots for Magian trials (specifically in the Crawler's Nest, The Eldieme Necropolis, Bostaunieux Oubliette, and Toraimarai Canal) are going to be thoroughly trashed as a result of mob placement. If there are going to be 5 minute repops (sorry, I don't trust Google translations) this may help if certain mobs aren't just removed, but some confirmation would be lovely.
cheers for "Ascent items" and the ways to obtain them. Forces you to go take part in other areas if you happen to be low on the currency from these areas.
18 different areas and it seems like there's a general progression when it states "Voidwatch Officer NPCs will assign you an operation based on your current progress." Sounds like a good bit to do.
"At the successful completion of battle, a mysterious “riftworn pyxis” will manifest from the planar rift and remain for three minutes. All combatants may examine the pyxis, the contents of which will differ for each person." Pure win.
My only worry or concern lies in the seperation of countries. I hope we don't end up having the seperation of countries like there is in "Fiat Lux."
Looking forward to this addition ^.^
On the topic of getting to hard to go places, In the future update with the new "Voidwatch system", they're going to allow you to teleport to a lot of the areas under void-watch, While it won't cover all of them, It makes it easier in some way.
So you can rest that concern a little :)
It's kind of amusing how people talk about the nostalgia of these areas but numbers speak louder then memories. From the Bahamut server these are the current occupancy for the following zones being changed.
Ranguemont Pass------0
Bostaunieux Oubliette--1
Toraimarai Canal ------1
Zeruhn Mines ---------0
King Ranperre's Tomb -0
Dangruf Wadi ---------0
Inner Horutoto Ruins --1
Ordelle’s Caves -------4 (Possibly Brown belt NM)
Outer Horutoto Ruins --0
The Eldieme Necropolis-2
Gusgen Mines ---------0
Crawlers’ Nest --------6 (O_o actually an xp pty here)
Maze of Shakhrami ----0
Garlaige Citadel -------7 (Magian Trial 7)
Fei’Yin----------------0
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Nostalgia does have it's place but if zones and mobs aren't being used anymore then for the best they should be changed to accommodate for the games environment. New players still have a variety of options to xp at and with GoV/Void being introduced this VU it adds a lot of variety for high levels to play with. Though it's still unknown as to how much the mob difficulty will increase in those zones it could very well be 30-90 or 75+. I would be highly amused if I were to zone into Zeruhn Mines at lv 90 and see an EP mob in there lol.
Overall though this whole change doesn't really hurt new players, they are doing there best to balance it out and overall it shows why they decided to eliminate xp loss up to lv 30. In exchange for revitalizing old zones that may at times be used to gain xp at lower levels they took off xp loss for those that may accidentally target a mob they were unaware would be that strong.
As long as mobs dont interfere and make more dificut to get some quests done, like putting agressive high level mobs around a ??? previously safe, and dont mess with the low level party camps, go for it!
I don't think they said anything about if these new mobs will be aggressive or not. Also, they might not spawn where most lowbies have business to do.