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  1. #11
    Player Kensagaku's Avatar
    Join Date
    Mar 2011
    Posts
    652
    Character
    Zeich
    World
    Asura
    Main Class
    BST Lv 99
    Quote Originally Posted by Aldersyde View Post
    Well, try moving faster when you pop. If you're just standing there, you've kind of missed the point of sneak popping in the first place.
    This.

    Now, that aside, gonna put in my own two cents about this whole thing. Personally, I've had next to no problems with the new GoV, though to be fair I haven't been to Toraimorai Canal since the update. Finished my BLM AF1 set pre-update and never bothered to look back. That aside, I've popped by Fei'Yin (and got pwned by level 95 bats. D: They're too clustered to easily pull without massive linkga!), Garlaige (Note to self: bring stun for bombs. 2400 Self-Destructs aren't fun), Inner Horutoto Ruins (Don't do the skele pages as a THF, it's asking for headdesks at long fights) and Zeruhn Mines (that ring doesn't exist), and all of them are pretty decent. If you're having a problem getting around, invest in Silent Oils, Prism Powders, or a job/subjob with stealth. Not so hard, since they're not truesight/sound mobs.

    The only complaint I have so far is that I'm not sure what happened with some of the old lottery NMs in the areas that GoV was added to. Are they still there with the same PHs, are there new PHs? Granted I haven't done extensive searching yet but as I recall they moved Serket's spawn (this is a timed spawn, I know, but it's the first NM that comes to mind) as an example.

    Also +1, ^ or whatever to all of those people who said this is the result of people complaining about Abyssea EXP. You asked, SE delivered.
    (0)
    [Kensagaku - formerly of Kujata] - http://www.ffxiah.com/player/Valefor/Kensagaku

  2. #12
    Player Saefinn's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria - Asura
    Posts
    259
    Character
    Saefinn
    World
    Asura
    Main Class
    COR Lv 99
    I like what they were going for, something more of a challenge, more stuff for lower levels, more stuff for higher levels outside of Aby, plus a different way of skilling up, but their choice of where to put the higher level mobs? Ridiculous. There's plenty of places where high level mobs can go. What about WoTG areas? Or some ToAU areas? Most of the mobs there are Easy Prey to a 90, it wouldn't actually be that crazy so long as too many camps aren't invaded, so if somebody needs to kill a mob in a particular zone, they can and without unnecessary aggro.
    (1)
    Saefinn on Asura
    Main Jobs: Corsair: i117, Scholar: i117, Monk: i117, Summoner: i117

  3. #13
    Player Akujima's Avatar
    Join Date
    Mar 2011
    Posts
    470
    Character
    Shinjima
    World
    Asura
    Main Class
    PLD Lv 99
    Quote Originally Posted by Amanie View Post
    ever get the feeling that old dev team is back on 11? the new team was getting things done well, ppl were happy for the most part. having fun and what not. but now all these half thought-out updates are only causing headaches and sadness.

    I sure as hell hope this is true, then maybe the game mechanics can actually get fixed. Considering how badly the new Dev team botched the whole game, I'm hoping they come back and finally do things right.
    (0)
    悪島 Where the spirit of the moon resides... 気 愛 月光

  4. #14
    Player Aldersyde's Avatar
    Join Date
    May 2011
    Posts
    265
    Character
    Mayoress
    World
    Siren
    Main Class
    PLD Lv 85
    Quote Originally Posted by Akujima View Post
    I sure as hell hope this is true, then maybe the game mechanics can actually get fixed. Considering how badly the new Dev team botched the whole game, I'm hoping they come back and finally do things right.
    I hear ff14 is pretty grindy. Why don't you go give that a whirl.
    (0)

  5. #15
    Player Zarchery's Avatar
    Join Date
    Mar 2011
    Posts
    1,412
    Character
    Zarchery
    World
    Asura
    Main Class
    MNK Lv 99
    I feel like I should throw in some whiny comment about how you're all a bunch of babies for sissifying the game, because the thread just wouldn't be complete without such an obligatory post.
    (1)

  6. #16
    Player Rambus's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,561
    Character
    Rambus
    World
    Bismarck
    Main Class
    BRD Lv 99
    This problem exists because of the dev not listening to people's comments on the update notes. When they first pointed out adding higher mobs/ NMs, w/e in these areas I said it was a bad idea and that they need to go somewhere else.

    what is the point of these forums if SE is going to do this:

    post update notes
    people point out flaws in notes
    SE does what they want anyway.

    SE did this before and I really did not like it, like how they lifted caps of cap zones and put random high level mobs in the area, why not put them in places where no one goes / uses; not in places where they will get in the way of people doing low level quests and such.

    show how we are impacting your update notes, stop ignoring us or stop having these forums if they are going to be pointless
    (4)

  7. #17
    Player Luvbunny's Avatar
    Join Date
    Mar 2011
    Posts
    1,395
    Character
    Luvbunny
    World
    Bahamut
    Main Class
    SMN Lv 99
    GOV = nice ideas BUT horrible implementation across the dungeons = WORST idea ever. Please fix this. Add more ground tome across the dungeons to 4-5. Concentrate mobs distribution to a select few section within the areas + near 1 ground tome for easy repeat. STOP populating the entire zone with high level mobs. Easy fixes, please do this. And for the love of god, STOP adding new things that is poorly designed and implemented and instead focus on your already stretched developer resources to fix what we currently have but flawed in execution. Gukumatz for example.... please please please make this NM as popped NM and NOT claimed. In fact just get rid of claimed NM needed for the AF3+2 items. Look at what you did with the Heroes expansion, the best expansion so far.
    (4)

  8. #18
    Player Krisan's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    112
    Quote Originally Posted by Akujima View Post
    Im going to have to agree with this new monster placement.

    They could have picked ALOT better area's that are completely unused or even unheard of. Not to mention Page 4 in Crawler's Nest is kind of ridiculous... 4 exoray and 2 hornfly to complete the page and there are like 1 exoray per 4 hornfly, which makes no sense from a design point of view. The other Exoray in Crawler's Nest are nowhere near hornfly either.


    Better Area's to put higher Lv monsters:
    (not sure if some of these have already been update)

    Carpenter's Landing
    Sea Serpent Grotto
    Phomiuna Aqueducts
    Purgonorgo Isle
    The problem is that all the areas you named are expansion zones, and from a design point of view they wish to keep content like this accessible from the main game. I know, I know, who doesn't have the expansions? Especially Zilart I'm sure you wonder.. And honestly? Probably no one. But that's how they're working. This is the same reason the Abyssean Maws for Scars and Heroes are in the weird places they are - because they wanted to keep everything in the game accessible from vanilla zones.

    That's not to say they can't add GoV\FoV to these zones, but it was never an option in their book to make it exclusive to these areas rather than the ones they chose.
    (0)

  9. #19
    Player Karinya_of_Carbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    66
    Character
    Karinya
    World
    Carbuncle
    Main Class
    RDM Lv 90
    I think they could have made more of an effort to keep the new high level mobs in separate areas, the way they did for Moongate or the high level undead part of King Ranperre's Tomb. Low level people trying to do quests and missions in KRT don't have to run right under Vrtra's nose to do them -- even hakutaku eyes can be done without getting near the high level undead. Or look at the way very different levels of monster are separated in places like Gustav Tunnel. People who want to fight the lower-level monsters and people who want to fight the higher-level monsters can each do what they want without getting in each others' way or getting a lot of aggro from the wrong kind of monsters.
    (2)

  10. #20
    Player Krisan's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    112
    Quote Originally Posted by Karinya_of_Carbuncle View Post
    I think they could have made more of an effort to keep the new high level mobs in separate areas, the way they did for Moongate or the high level undead part of King Ranperre's Tomb. Low level people trying to do quests and missions in KRT don't have to run right under Vrtra's nose to do them -- even hakutaku eyes can be done without getting near the high level undead. Or look at the way very different levels of monster are separated in places like Gustav Tunnel. People who want to fight the lower-level monsters and people who want to fight the higher-level monsters can each do what they want without getting in each others' way or getting a lot of aggro from the wrong kind of monsters.
    The thing is, those zones were designed that way from the get-go.. GoV mobs were just crammed into zones where it was never designed originally for them to be. There was really no way at all for it to not be a complete mess the way they approached this.. An intelligent method of implementation would have been to add new (isolated) areas in every dungeon that were specifically made for these new mobs and only for these new mobs. They apparently didn't want to waste dev time or money to do that, though..
    (1)
    Last edited by Krisan; 06-09-2011 at 10:02 PM.

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