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  1. #51
    Player Karbuncle's Avatar
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    Mar 2011
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    Quote Originally Posted by Septimus View Post
    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.
    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
    (1)

  2. #52
    Player
    Join Date
    Mar 2011
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    139
    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

    ---
    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.
    (0)

  3. #53
    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!
    (3)

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  4. #54
    Player Mirage's Avatar
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    Mar 2011
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    2,980
    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.
    (0)

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