My feedback on the system as a whole so far:
Fei'Yin:
- Redistribute the lower level Shadow mobs to the four southeastern rooms to the south of the entrance to Qu'bia arena. Four Shadows per room. Move Specters and the Shadow NMs from the NW corner to the NE corner area (north of the Entrance to Qu'Bia arena) and from the basement. Again, 4 per room.
- Use the rooms freed up near the Cloister of Frost to relocate all the stray Weapons (western side of the basement - some are in side rooms, some are in a deadend room west of Cassie) so all the weapons are along the path to Shiva.
- Northwest of the fountain room is an area shaped like Brain's (from Pinky and the Brain) head. Use this room and the room to the SE of it (the room that should now connect Shadows and Fomors) for the Lv95+ bats and pots.
- Use the NW corner (formerly Specters) for the Lv95+ Ghosts.
- Use the remaining areas to redistribute the small number of displaced pots, dolls and bats. There is still an empty room west of Cassie, several empty rooms previously occupied by weapons, and a few empty hallways.
Ranguemont Pass:
- Consider removing all high level monsters from this area. It is very small, but is an instrumental pathway to progress on quests and storylines for newer players. The level jump is pretty illogical as well.
- Alternately, relocate all high level mobs to the northern tunnel and to the southeastern forked dead-end tunnel.
- If taking the second option consider 1) the NM for Blighted Gloom should also be relocated and 2) the oozes in Ranguemont Pass are a VERY popular camp for BLMs working on Empyrean Staves.
Garlaige Citadel
- Return the main basement to the way it was. (Funnel Bats, Chamber Beetles), but leave out Magic Jugs and move Explosures (Genkai 1 bombs) to those spots. Remove the undead from Serket's room, but keep them in the back room.
- Use the rooms freed up by Explosures to implement the higher leveled mobs.
- Replace the skeletons near the exit to Roc with Coffer Key level skeletons.
- Replace all the enemies on the path to the Strange Apparatus room with higher leveled enemies, but not interfering with the path to the furnace room.
- Add a key item to open Banishing Gates, similar to the Moongate Key for Ro'Maeve.
- Adjust the THF AF3 quest so the monster placement will not interfere with the quest. (This can be achieved by making the 6th ??? spawn the NM and eliminating the 7th)
The Boyahda Tree
- I'd keep the majority of new enemies beyond the Korrigan/Processionaire areas. Mostly towards Ancient Goobbue and maybe heading up towards Dragon's Aery.
- I would not interfere with the first part of the zone much, if at all - mostly leaving Bark Spiders, Robber Crabs, Mouriches and Knight Crawlers alone.
- Do not add tougher enemies in the vicinity of the ??? for the Sleepga II quest.
Korroloka Tunnel
- Changes to this zone may upset players if Astral Burning is still prevalent.
- I would not interfere with the direct path from Bastok to Altepa.
- Do not add tougher enemies in the vicinity or on the path to the ??? for the Ninja job quest.
Kuftal Tunnel
- I would not interfere with the path from Western Altepa Desert to Cape Teriggan.
Ve’Lugannon Palace
- I would not interfere with areas used to fight enemies like Brigandish Blade, Zipacna and Steam Cleaner.
The Shrine of Ru’Avitau
- I would not interfere with areas used to fight enemies like Olla Grande, Faust, Ullikummi and Mother Globe.
Ifrit’s Cauldron
- I would take extra care with this zone to make sure enemies group together on tome pages are within close vicinity to each other.
- It would be difficult to increase the level of enemies in this zone without affecting the path taken used for Zilart Mission #5.
- I would like to see the amount of time Flame Sprouts are present decreased.
Gustav Tunnel
- This zone is interesting because it caters to level 40ish players, but really doesn't need to. The entire first tunnel (Hawkers, Hell Bats, Goblins) could be removed. I think the only things to be cautious of interfering with here are Bastok Mission 9, a Shantotto mission and a WSNM. The path to Teriggan is pretty useless, and doesn't really need to be preserved.
Labyrinth of Onzozo
- This is a pretty neat zone with a lot going on, really. There's a lot of different enemies, lots of NMs, WSNMs, quests... definitely workable. I would just start by condensing enemies that are pretty wide spread and moving enemies forward - and seeing what space if freed up in the end.
- Having one room of Cockatrice could allow you to move the Sea Monks up - freeing up the Peg Prowler room - which you could move Torama/Ose/Goblins too - freeing up the back room - which could be used for new enemies.
Rewards:
- Narrow the range of loot distribution from brown Treasure Caskets. Obtaining items like Potion +1, Zinc Ore and Bird Feathers is frustrating.
- Allow us to maintain Prowess for a period of time, even if we leave the area. Sometimes we want to leave the zone - even if only for a few minutes to reapply signet, list items on the auction house or to use up merit points.
- Maintain the "once per day" restriction on gil rewards, but remove the restriction on tabs.
- Perhaps increase the duration on Haste received from Tomes to 30 minutes - or the duration of your next page - even if for an increased cost in Tabs. (The current duration makes it pretty useless).
Grounds Tome:
- Ensure that all target enemies are within reasonable distance to a Grounds Tome. At present, Bostaunieux Oubliette and King Ranperre's Tomb are not very reasonable. Ifrit's Cauldron will likely require several tomes to be functional. Other zones may require a few, while Zeruhn Mines gets by fine with just one.


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