Page 5 of 6 FirstFirst ... 3 4 5 6 LastLast
Results 41 to 50 of 54
  1. #41
    Player
    Join Date
    Mar 2011
    Posts
    960
    I was wondering about that since current dungeon repops would have players waiting for some time.
    (0)

    Sparthosx - Lakshmi - 90 BLU BRD SAM COR RNG DNC PUP BST WAR WHM
    Sig by Kingfury

  2. #42
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    Quote Originally Posted by Karbuncle View Post
    We've seen the topic!

    Now, This make me giggle, Thinking about how hard its going to be for new players to go to Beauc/Xarc in the Present.

    Zeruhn Mines caught me off guard, I wonder if it will interfere with the Bastok Rank 1 Mission where you need to go there.

    I wonder if they'll be secluded?

    Just catches me off guard, I wonder if "Cater to high level players" we'll end up seeing Enemies within the range of 98+ (new Exp mobs for 95 cap).

    My first reaction though is how hilarious it'll be having to sneak/invisi in these zones now at level 90+ Depending on monster placement >.>
    the update notes are vague and confusing, and I do wonder if it does make it harder for lower level people to expore like that like getting SMN unlocked so the Ranguemont Pass seems crazy.

    what about lower level player questing RSE?

    as is i think SE is off thier rocker with these notes.

    plus dungeon repop timers are way longer then outside, did SE forget about this???
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  3. #43
    Player Supersun's Avatar
    Join Date
    Mar 2011
    Posts
    522
    Quote Originally Posted by Rambus View Post
    plus dungeon repop timers are way longer then outside, did SE forget about this???
    Quote Originally Posted by Kervina View Post
    I was just looking through the JP thread on this topic in Google Translate and came across this post from Foxclon:

    Original text:
    早速のフィードバックありがとうございます。

    今回の配置変更が行われるエリアでは、ノートリアスモンスターを除き、再出現時間が一律5分となる予定です。そのため、抽選タイプのNMに限り、相対的に出現チャンスも増えることになります。

    ただし、NMごとに設定されている再抽選が開始されるまでの時間は従来通りの設定になっています。

    Here is the relevant part read through the translate:

    The deployment change is made in this area, except for Notorious, the flat rate of 5 min by time will re-emerge. Therefore, the only type of lottery NM, will also increase relative appearance opportunities.

    Seems like mobs in the affected areas will be put on a 5 min repop timer after the update.
    You're welcome :P
    (1)

  4. #44
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    forgot to bring up the point the title is dev1010, there a way to change that?
    (0)
    Quote Originally Posted by Camate View Post
    Spending Gil = Game balance, next question please tia
    Quote Originally Posted by Babekeke View Post
    They're reading and agreeing that these are very good ideas.... to be implemented to rune fencer.

    Just like any good suggestions in the RDM thread get applied to SCH.

  5. #45
    Player Windblade's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    52
    Character
    Windblade
    World
    Odin
    Main Class
    RDM Lv 99
    I hate this... I still like some of those mobs in caves and dungeons for farming and I don't want to have to fight for my life just to get the items I want, like scorpion claws in the Crawler's Nest. Why can't people just fight the high-level monsters where they are now instead of messing up all the low-level areas??? My gosh, Abyssea, and Wings of the Goddess are both catering to high level players as it is...

    Or why not just raise the level of monsters for players who have a page active? If I go traipsing through an area, I don't want to be suddenly aggroed where I used to be safe. This update is going to suck because I know they'll make these changes even if it makes some people mad. But *I* still like low level activities.

    Anyway, if you're going to ruin the game like this, why not give each player his own copy of a "field manual" and "dungeon manual" to carry around and use instead of having to run to a specific location? That would sure make things a lot simpler. Also, why not add a sixth page that'll let us kill any monsters we want to kill in the zone (maybe 10-12 of them) until we get a bonus calculated by WHAT we killed. Why? I don't want to have to kill Sabotenders in Altepa just to complete a page, but the other monsters on the page aren't bad.
    (0)

  6. #46
    Player Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    900
    Seems like their deleting part of classic FFXI to add this.
    (0)

  7. #47
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    So people are complaining old Areas are never used. SE adds new content to the old areas to breathe life back into them, and we get:

    "What? Crappy useless zones getting new mobs, content, and life breathed into them? WAAAAAAAAAAAAAAAAAAAAH MY NOSTALGIA QQ"

    I should just put this in my sig, But really, People will complain about anything. Those zones were empty areas wasting Memory on the Servers, I'm happy they're breathing new life into it by adding these high level Enemies (That are likely going to be non-aggressive) and Grounds of Valor. They also appear to be reducing the Respawn time in dungeons to 5 minutes like out-side spawns (quoted somewhere in another thread).

    I think this is a Positive. I'm sure SE will make sure the Enemies are either Non-aggressive, or do not interfere with Quest areas. They usually think stuff like this out. Look at the past mobs added this way, They were Non-aggressive in places safe to 75's, and only aggressive in areas where mobs were already aggroing you (Like the Eyeballs in uleg Range)

    I think this will be nice, nostalgia is never a reason to let stale zones go to waste. They already said the new enemies would basically be added in the backest-pits of the zone, Front-monsters remain the same.
    (4)

  8. #48
    Quote Originally Posted by Karbuncle View Post
    So people are complaining old Areas are never used. SE adds new content to the old areas to breathe life back into them, and we get:

    "What? Crappy useless zones getting new mobs, content, and life breathed into them? WAAAAAAAAAAAAAAAAAAAAH MY NOSTALGIA QQ"

    I should just put this in my sig, But really, People will complain about anything. Those zones were empty areas wasting Memory on the Servers, I'm happy they're breathing new life into it by adding these high level Enemies (That are likely going to be non-aggressive) and Grounds of Valor. They also appear to be reducing the Respawn time in dungeons to 5 minutes like out-side spawns (quoted somewhere in another thread).

    I think this is a Positive. I'm sure SE will make sure the Enemies are either Non-aggressive, or do not interfere with Quest areas. They usually think stuff like this out. Look at the past mobs added this way, They were Non-aggressive in places safe to 75's, and only aggressive in areas where mobs were already aggroing you (Like the Eyeballs in uleg Range)

    I think this will be nice, nostalgia is never a reason to let stale zones go to waste. They already said the new enemies would basically be added in the backest-pits of the zone, Front-monsters remain the same.
    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.
    (0)

  9. #49
    Player Miiyo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst of Carbuncle
    Posts
    284
    cheers for "Ascent items" and the ways to obtain them. Forces you to go take part in other areas if you happen to be low on the currency from these areas.

    18 different areas and it seems like there's a general progression when it states "Voidwatch Officer NPCs will assign you an operation based on your current progress." Sounds like a good bit to do.

    "At the successful completion of battle, a mysterious “riftworn pyxis” will manifest from the planar rift and remain for three minutes. All combatants may examine the pyxis, the contents of which will differ for each person." Pure win.

    My only worry or concern lies in the seperation of countries. I hope we don't end up having the seperation of countries like there is in "Fiat Lux."

    Looking forward to this addition ^.^
    (0)
    Teh most famous/infamous Taru on Carbuncle!


    Miiyo Taru | Sargantanas Final Fantasy X|V

  10. #50
    Player Miiyo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst of Carbuncle
    Posts
    284
    Quote Originally Posted by Zumi View Post
    Seems like their deleting part of classic FFXI to add this.
    Even if they were, "classic FFXI" is pretty abandoned as it is. Might as well use the space for something more people will do.
    (1)
    Teh most famous/infamous Taru on Carbuncle!


    Miiyo Taru | Sargantanas Final Fantasy X|V

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

Tags for this Thread