Page 5 of 7 FirstFirst ... 3 4 5 6 7 LastLast
Results 41 to 50 of 69

Hybrid View

  1. #1
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    Quote Originally Posted by Aeonk View Post
    Disagree wholeheartedly. The last thing Adoulin needs is to be reformatted into another xp camp that will never be competitive with abyssea's xp rates. I'll happily take Campaign 2.0 over another xp party camp. If you really insist on xp'ing outside of abyssea, you don't need Adoulin for that.
    Why would you disagree with that, it lets everyone from level 75 and above to come and play in Adoulin. It gives people a break from Abyssea worm party AFK alliance and all their mules. It helps us to achieve colonization rate fasters when the content is adjustable for lvl 75-99. With GoV type of book or repeatable quests, it gives reasons for people to farm and populate the areas, it may bring down prices at AH for those overpriced items. Plus it gives reasons for players who return to try the new areas right away without having them go through hoops of Abyssea, Voidwatch, Neo Events, and Meeble. It's more democratic and it helps everyone.

    You can still make Skirmish as lvl 99 content only and for level 99 who have decent gears and weapon and properly skilled up. But they should make the general activities for everyone from level 75 and above. Don't you want to see more dead bodies wiped because of Bunnies keep AOE Whirl Claw?
    (3)
    Last edited by Luvbunny; 04-10-2013 at 06:18 AM.

  2. #2
    Player
    Join Date
    Sep 2011
    Posts
    166
    Quote Originally Posted by Luvbunny View Post
    Why would you disagree with that, it lets everyone from level 75 and above to come and play in Adoulin. It gives people a break from Abyssea worm party AFK alliance and all their mules. It helps us to achieve colonization rate fasters when the content is adjustable for lvl 75-99. With GoV type of book or repeatable quests, it gives reasons for people to farm and populate the areas, it may bring down prices at AH for those overpriced items. Plus it gives reasons for players who return to try the new areas right away without having them go through hoops of Abyssea, Voidwatch, Neo Events, and Meeble. It's more democratic and it helps everyone.

    You can still make Skirmish as lvl 99 content only and for level 99 who have decent gears and weapon and properly skilled up. But they should make the general activities for everyone from level 75 and above. Don't you want to see more dead bodies wiped because of Bunnies keep AOE Whirl Claw?
    This is exactly what I would like Ulbuka to be adjusted to because when a whole new continent is only made for level 99 players there really is no reason to use the regions for leveling or anything interesting except endgame, if SE really wants to keep the theme of this place is a dangerous jungle then they could add more monsters that have true sight and true sound which I have yet to see *laugh* in the continent. And perhaps change how velkk agro and make them agro by smell we need to actually have a use for Deodorize lol.
    (0)

  3. #3
    Player Obysuca's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    116
    Character
    Obysuca
    World
    Siren
    Main Class
    PUP Lv 99
    Quote Originally Posted by Brightshadow View Post
    they could add more monsters that have true sight and true sound which I have yet to see *laugh* in the continent.
    Just saying, the floating eyeballs do. In Yashe and Moh.
    (1)

  4. #4
    Player zataz's Avatar
    Join Date
    Aug 2011
    Location
    the land of nod
    Posts
    198
    Character
    Cardgrey
    World
    Odin
    Main Class
    RDM Lv 99
    rdm here can say i've had no problem. <,< just remember to macro, macro, macro and throw in a pdt set for fun! low recast and max stoneskin ftw!
    (2)
    Last edited by zataz; 04-10-2013 at 01:12 AM.

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by zataz View Post
    rdm here can say i've had no problem. <,< just remember to macro, macro, macro and throw in a pdt set for fun! low recast and max stoneskin ftw!
    I wanna know where my like button went so I can like this post. ;;
    (0)

  6. #6
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    11,293
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    You can still make Skirmish as lvl 99 content only and for level 99 who have decent gears and weapon and properly skilled up. But they should make the general activities for everyone from level 75 and above.
    Except SoA isn't designed for level 75 and above. It's designed for level 99. It's the first expansion that's completely after the new level cap, and it's designed for the new level cap.
    (2)

  7. #7
    Player
    Join Date
    Sep 2011
    Posts
    166
    Quote Originally Posted by Alhanelem View Post
    Except SoA isn't designed for level 75 and above. It's designed for level 99. It's the first expansion that's completely after the new level cap, and it's designed for the new level cap.
    Even though the expansion was created for the new level cap it doesn't mean that they can't add monsters level 75 and higher, heck in TOAU many monsters were decent challenge to Incredibility tough yet level 55+ people were able to do experience parties in the continent and complete many of the assignments with assistance, as of right now the monsters in SOA are only suited for players that are level 99 making the continent useless for anything other than quests and missions; in addition, its very bad to make the content of an expansion only suitable for one level category in my opinion COP had the best progression system for all types of players.
    (1)
    Last edited by Brightshadow; 04-11-2013 at 01:13 AM.

  8. #8
    Player
    Join Date
    Jul 2011
    Posts
    597
    Quote Originally Posted by Brightshadow View Post
    Even though the expansion was created for the new level cap it doesn't mean that they can't add monsters level 75 and higher, heck in TOAU many monsters were decent challenge to Incredibility tough yet level 55+ people were able to do experience parties in the continent and complete many of the assignments with assistance, as of right now the monsters in SOA are only suited for players that are level 99 making the continent useless for anything other than quests and missions; in addition, its very bad to make the content of an expansion only suitable for one level category in my opinion COP had the best progression system for all types of players.
    Lucky you that SE revamped many existing locations over the past year and a half with lvl80-100 mobs that no one ever levels at.
    (0)

  9. #9
    Player Asymptotic's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    656
    Character
    Sylow
    World
    Fenrir
    Main Class
    DNC Lv 99
    Experience point parties were still an important part of daily activities then. They're not now. They clearly stated that SoA would not be for characters who are below level 99, because there is no reason to have a character below level 99 that is not a mule for more than a few weeks at most.
    (1)

  10. #10
    Player Horadrim's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    411
    Character
    Horadrim
    World
    Asura
    Main Class
    COR Lv 99
    Quote Originally Posted by Kojo View Post
    I'm not sure why anyone thought it'd be a good idea to put level 100+ mobs right outside of a city, because it isn't. Some people can solo them, some can't, those who can't are stuck paying ridiculous amounts for quest items. Despite at 75 running through Incredibly Tough, aggressive mobs to get to the 3 cities, just outside the city gates were mobs a lv 10 could solo, and they scaled up as you moved further from the city, why not do the same thing in Ceizak and Yahse? Please tell me there are plans to adjust mobs and their levels in these two zones.
    ...No.

    Starting Cities: Mobs 1~8
    Mhaura/Selbina: 15-25
    Jeuno: Mobs 20~40
    Taz/Kaz/Norg: 30-50
    Aht Urghan: 60-85
    Adoulin: 90~99+

    Are you trying to say that we should be reducing all of these mob levels down as well? Adoulin is exactly what it needs to be. If you want to run around surrounded by paper tigers, go back to Abyssea -- Adoulin was specifically designed to be lv. 99 content.

    And frankly, I'm hoping its the first rung of a ladder of increasing difficulty. I've frankly missed being afraid of not having sneak/invis.

    Quote Originally Posted by Brightshadow View Post
    Even though the expansion was created for the new level cap it doesn't mean that they can't add monsters level 75 and higher, heck in TOAU many monsters were decent challenge to Incredibility tough yet level 55+ people were able to do experience parties in the continent and complete many of the assignments with assistance, as of right now the monsters in SOA are only suited for players that are level 99 making the continent useless for anything other than quests and missions; in addition, its very bad to make the content of an expansion only suitable for one level category in my opinion COP had the best progression system for all types of players.
    Except when it is the only category not at all represented within the game.

    I don't know if you've noticed, but there is no other lv. 99-exclusive content in the game (and by that I am referring to zones that represent serious threats to appropriately geared lv. 99 characters). Previously every level cap has had its own levels, but Abyssea -- the last major addition of zones to the game -- stops at level 90. That's why, outside of NMs, the most difficult monsters you find in Abyssea all check DC-EM. There are no level 99+ mobs.

    Adoulin was specifically designed to cater to what is easily the largest demographic of the game: Level 99 players. Almost everyone is level 99, and those who aren't will be within a week of actually trying to be. Even people who solo, of which I have met many, reach level caps, break them, and attain level 99 in a fraction of the time it took us previously. (I'm talking 1.5~2 weeks.) I, alone, have gotten 2 jobs to level 99 this weekend pat, and that brings my total to 5 since Adoulin was released.

    There is no reason to add content for levels under 99 when they are so heavily represented across the board. And infringing on lv. 99 content and forcing people who are actively seeking the challenge and fear of not being able to one shot mobs is asinine. I'm not interested in having lv. 99 mobs pushed off into obscure corners like they are in old zones. Adoulin is lv. 99+ and needs to stay that way.

    The areas outside of Adoulin are designed as EXP'ing areas for level 90+ characters, just like every other hub city is designed for EXP within a 10-15 level range.

    Quote Originally Posted by Brightshadow View Post
    This is exactly what I would like Ulbuka to be adjusted to because when a whole new continent is only made for level 99 players there really is no reason to use the regions for leveling or anything interesting except endgame, if SE really wants to keep the theme of this place is a dangerous jungle then they could add more monsters that have true sight and true sound which I have yet to see *laugh* in the continent. And perhaps change how velkk agro and make them agro by smell we need to actually have a use for Deodorize lol.
    So, to cater to people who CHOOSE to take their time doing something that can be done in a matter of hours, they should make travel and exploration overly tedious for the primary demographic of the game?

    Seriously...

    Quote Originally Posted by Alhanelem View Post
    Well, to be fair, it does seem like (ancestrally, I have no scientific data, just getting that out of the way now) Aoudolin normal monsters are significantly stronger than mobs of the same level in existing areas prior.
    Counter point: Historically content didn't have to be designed to deal with people who readily and commonly wield weapons that occasionally deal double damage, use weapon skills and spells that habitually hit for over 2,000 damage, and brandish gear that does things like convert damage into MP/TP.
    (2)
    Last edited by Horadrim; 04-11-2013 at 04:12 AM.
    Somewhere in space... this could be happening right now.

Page 5 of 7 FirstFirst ... 3 4 5 6 7 LastLast