wow... we get all this nice info and people still whine...
wow... we get all this nice info and people still whine...
I'd rather a 3 hour time limit, not 2 hour. The rest seems okay. The respawn thing is a bit easy mode but I can live with it since the alternative would no doubt be mobs trained all over the place.
it makes me want to do it again, since its more accessible to everyone not just those who decide they want to steal your time. (Hello Cerberus.)
I'm actually interested in going again now with some friends. I still think this is great news.
Enough with the Abyssea sucks thing. You are just repeating the same lines over and over. If you don't like it then FFXI is dead to you, and it's time to move on. Your whining is more indicative of an immature attitude than any enjoyment that people get out of this new system.
Issues:[dev1000] Dynamis Reborn!
Various aspects of Dynamis will be overhauled in the next major version update and beyond.
Applicable Areas:
Dynamis - San d'Oria / Dynamis - Bastok / Dynamis - Windurst /
Dynamis - Jeuno / Dynamis - Beaucedine / Dynamis - Xarcabard
Adjustments:
Reservations will no longer be required to enter the above areas.
New key items will replace the "Timeless Hourglass" and "Perpetual Hourglass" items needed for entry.
The key items need only be obtained once.
It will be made available at an affordable price via the Goblin NPCs presently dealing in hourglasses.
Time restriction for entry will be changed to once per Earth day.
Duration of stay will be initially set at 60 minutes, extendable to a maximum of 120 minutes.
*Leaving the area will render you ineligible for reentry, regardless of time remaining.
Time extensions will be granted via key items obtainable by defeating certain monsters.
*Only one of each individual key item may be possessed at a given time.
*These key items will be lost upon leaving the area.
Monster distribution will receive drastic revisions.
Standard monsters will respawn at set time intervals after being defeated.
Monster groups will each be assigned a specific home territory. Enemies lured outside these designated regions and disengaged will disappear, then respawn back in their home territory after a short time.
Trigger items will be introduced as a new spawn condition for certain notorious monsters (NMs).
Battling attestation- and fragment-yielding NMs:
The format will change to standard battles in which a maximum of 18 players face a single foe.
These NMs will no longer use Warp.
Battling boss NMs:
Battles will be conducted in Confrontation format, with a maximum of 18 players able to participate.
*Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
Key items obtained from boss monsters will be awarded to all alliance members.
Monster claim and item drops will work the same way as in regular fields and dungeons.
Monsters will yield experience points (excluding certain NMs).
Treasure:
There are no plans to change the drop rate of Relic equipment.
Along with the reduction of the entry time restriction, the amount of Ancient Currency earned per session will be lowered. Overall, this change should increase the Ancient Currency distributed across the World.
Having dyna be open area ( like abyssea?) with timed mobs is a problem in timed event setting. It does not take much to congest something in this game with numbers.
There is little point to go besides collecting coins for currency or doing trails for 85-90 stage ( see over congestion on some NMS)
I do not like changing dyna to be like abyssea, one of the nice things about dyna is to escape from the open setting, are you going to change salvage, limbus, einjar in the same way too? I do not like the direction of making more things into abyssea or abyssea like.
The exit and reentry also bothers me, lowman groups are useally forced to job change when doing Xarcabard farming, you need people on different jobs to get to fragment-NMS/ Dynamis lord then it takes to actually fight them.
Dyna does need drastic changes, but these changes will not fix the issues that dyna has. The main problem with dyna like the other areas is appealing to level 90/99. only appealing to relic weapons and thier trails is not real appeal.
You might have people jump on the change for a few days people go "ok that was fun" then ignore it and just continue to spam aybbsea.
Ways of appealing to people past getting relic weapom currecy:
Make the mobs/ NMs harder for a group of 90.
Have mobs drop some new item to upgrade gear ( like a chance of dropping seals, +2 emp gear items or even new +2 items to upgrade relic gear into something that can appeal to level 90)
Make sure not to have “the good stuff” drop from a few NMs otherwise you will run into congestion problems.
In short I agree dyna needs updating, I disagree with the listed changes. The way I see it the "fixes" is not fixing anything, and in some cases making some problems worse.
i dont get it what part of "Monster distribution will receive drastic revisions." is so hard to comprehend?
what the crap?? 18 people only versus NMs? does this include the dynamis lord? so SE is telling us that we should be able to kill dynamis NMs with roughly 45 less people than were allowed before? yeah thats fair.•Battling attestation- and fragment-yielding NMs:
•The format will change to standard battles in which a maximum of 18 players face a single foe.
•These NMs will no longer use Warp.
•Battling boss NMs:
•Battles will be conducted in Confrontation format, with a maximum of 18 players able to participate.
*Confrontation: A unique battle format in which the combatants are isolated from all non-alliance players and monsters for the duration of the battle.
I have never bought gil and think it is rotten but the best way to stop people from buying gil is to make it easier to a acquire or lowering the prices of basic things from npcs. Like it or not, people play games to have fun, not to endlessly farm gil for three months before they can really play the game.
All the people who say that noobs should just work harder to get gil instead of supporting suggestions to make it easier to ease into the game are creating the problem that feeds RMT. Make it easy on newer players to get the basic gear and spells they need and fewer people will buy gil. Make it so a person needs to farm for three months before they can play the game without being laughed at for being gimp - and people will buy gil.
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