With the new Rhapsodies Key item allowing for multiple salvage runs now; are there any plans to lift the 24 hour entry requirement for Arrapogo Remnants 2 salvage zone as well?
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With the new Rhapsodies Key item allowing for multiple salvage runs now; are there any plans to lift the 24 hour entry requirement for Arrapogo Remnants 2 salvage zone as well?
You can't do the same salvage run twice; this applies to all salvage zones, not just arrapago II (the one most people farm)
8 im pretty sure. Salvage 1 and 2 in the same zone are seperate things I'm pretty sure.
It would take several hours to fully milk all 8 areas, so odds are this still accelerates things quite a lot, even with the limitaiton still in place. Just means you have to visit every area instead of only doing one. You can still get a lot of alex in many of them, arrapago II simply happens to be the most brain-dead easy. You'd need to bring some bodies depending on your job to the salvage I run with the discoid-using boss (cant remember which one that is) due to not having enough HP to take that attack solo.
Can anyone confirm or is this a troll post? I could try in a hour or two to enter AR2 a second time for the day and post back results. Maybe he went in right before and after JP midnight and is just confused because many saying you cannot do multiple runs in the same zone.
Very odd. I guess I was wrong, it sounds like a bug then!
It's not a bug. People were spamming arrapago to the point of congestion, so they put a lockout on it. Not a good solution mind you, but that's what SE chose to do.
AR has a once a day lockout. BR and ZR do not. I don't know if SSR does.
Nope, it's just limited to Arrapago I and II because SE refuses to balance the Alexandrite droprate for all zones.
Personally I just do Bhaflau.
Confirmed. AR2/1 is the ONLY zone you can not do multiple timers per day. All others have fun and go wild.
What's worse is AR is the only really pet friendly zone since SSR you don't get ranged till 3rd floor, ZR not till 5th floor and even BR you don't get it for a decent ways in
Ya, this is really silly. When is a fix not a fix? Well, when you handle this problem by saying "oh, this is the most popular one? let's slap a lockout on that one to try to force ppl to do the other ones."
i can honestly say there is no troll post here, as i've questioned it myself, i was wondering where the 24hr lockout was, i mean, i'll try again at the weekend to see if i was right, but i do remember doing 3 runs, as i went arappago, bhaflau, arrapago, bhaflau, arrapago. Was weird so i thought they removed it w/o saying anything
Farming alexandrite aside, the lock-out on Arrapago also greatly slows down the mythic weapon Magian Trials for defeating Armored Chariot 3 times. It's bearable, but frustrating.
Due to the fact that Arrapago zones are extremely popular and cause server load, countermeasures were implemented to reduce congestion. We think it'll be difficult to remove this restriction at this time; however, we'll observe the instance server situation while looking into this. In the mean time we would like players to try out the other Salvage zones while Arrapago's restrictions are still in place.
It kinda invalidates the reduced time on tags if you have to wait a day.
For one zone only though, all the others can be spammed upon tag refresh.
If you are ok with a lower Alex yield per run. (Don't have a choice but to accept this at the moment.)
That said, it would be nice if the Devs could take a looksie into giving all 4 zones an equal Alexandrite yield.
As others have mentioned, it really would make more sense to balance the reward of each zone against eachother, and/or otherwise make adjustments so that people won't mind doing a different zone if one is too packed.
A warp between each of the four entrances could facilitate this, though that's probably asking a lot ;p
I'm fairly sure the actual potential yield is fairly balanced between all 4 zones, it's just easier to max in Arrapago with less effort. so that said it isn't just a matter of increasing the drop rate in the other zones, they would actually have to change the content itself. I can certainly see why they would be disinclined to do that. not that it matters, if 1 zone is even slightly easier than the other 3, and I can guarantee you that will always be the case, then it will be the zone people use and they will say the other 3 are "broken". people not liking something doesn't make it "broken" just "unpopular", and occasionally a pain in the backside.
I'd have to agree. Or add something new (a new carrot) to the other 4 zones. Once added, others will follow and your server congestion problem is solved.
Ahem, on another note... would a server merge help to add more server equipment for the zone load or are they spoken for?
What about adding a repeatable RoE quest that rewarded a significant amount of alex (enough to make it worthwhile to actually do, not enough to get a mythic in a day) for clearing all of the salvage zones? It would encourage people to complete all of them before circling back to Arrapago and probably clear up some of the congestion, without requiring massive retooling of any of the actual zones.
It won't, those loading times have to do with the fact that bandwith is capped at Dialup speed, upping that however would likely bring other risks along.
Actually the easiest retooling they can do is change the Cerberus' and Orthrus' mechanics in Bhaflau.
Bhaflau II itself is extremely easy to speed run with an almost similar Alex yield to Arrapago, the big blockers here however are the bosses with their damage resistance mechanic which make it that only 3 jobs (from the top of my head) can comfortably kill these.
And 2 of those jobs need very specific conditions.
I'm not sure why they can't just remove the lockout but keep a tighter limit on the amount of active Arrapago instances up (assuming that was what was causing server issues).
I don't think people would mind if a zone was just popular and therefore they would have to wait a bit if they wanted to run it. A lot of content in this game has stuff like that, particularly if it's currently the new hot thing (*points at the yztarg + Siren fights in RoV*) so players are used to it.
How long of that is spent on the cerbs?
Just out of curiosity.
(A Bhaf II takes me ~30 minutes, usually a bit less.)
A lot of time is spent on the cerbs probably like 20 minutes. It might go faster once I get max mab augs on my taeon.
Edit: Also gear rooms will probably take longer for me than say a blu which could just use Subduction a few times.
~10 min per dog is what I'd personally call uncomfortably long, 5~6 minutes is my definition of a comfortable kill.
As for the Gears rooms, apart from Blue mage and maybe Black mage I don't see any other job clearing those quickly.
I usually clear them in 5~6 minutes each gathering the gears in 2 bacthes per room and killing them with 3~4 Thundersparks.
Whatever, I'm not in any danger of dying, and I like playing thf. And it's not surprising that smn and blu can get though salvage faster.