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  1. #1
    Player
    Alzelia's Avatar
    Join Date
    Apr 2011
    Posts
    323
    Character
    Alzelia Shey
    World
    Hyperion
    Main Class
    Carpenter Lv 50
    I vaguely remember Yoshi saying something about roaming Primals. Hopefully these guys will be in the lower level zones, so new players can get inspired watching an end-game LS take them down.

    Another good way to spread out players to old zones is through crafting drops. Put some high level (non-aggroing) mobs in the starter zone that drop high level crafting mats. An imperfect example of this using 1.0 was people farming sheepskins outside LL. For my idea to work, replace some of the sheep with mad ewes that drop karakul fleece, and higher leveled people will farm them.

    Like someone said before, being able to level several battle jobs will spread out the players. I think crafting and gathering does this to an even greater extent. Not only do you have 8 battle classes to level, you'll have 3 DOL and 8 DOH to level also.

    However, I think the best way to mix old and new players is to place some (but not all) end-game activities in the low level zones. Hamlets and Chocobo escorts come to mind for this.

    I really don't think this will be an issue in 2.0
    (8)

  2. #2
    Player
    Allesasi's Avatar
    Join Date
    Nov 2012
    Location
    Gridania
    Posts
    189
    Character
    Allesasi Phoenix
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    Quote Originally Posted by Alzelia View Post
    I vaguely remember Yoshi saying something about roaming Primals. Hopefully these guys will be in the lower level zones, so new players can get inspired watching an end-game LS take them down.

    Another good way to spread out players to old zones is through crafting drops. Put some high level (non-aggroing) mobs in the starter zone that drop high level crafting mats. An imperfect example of this using 1.0 was people farming sheepskins outside LL. For my idea to work, replace some of the sheep with mad ewes that drop karakul fleece, and higher leveled people will farm them.

    Like someone said before, being able to level several battle jobs will spread out the players. I think crafting and gathering does this to an even greater extent. Not only do you have 8 battle classes to level, you'll have 3 DOL and 8 DOH to level also.

    However, I think the best way to mix old and new players is to place some (but not all) end-game activities in the low level zones. Hamlets and Chocobo escorts come to mind for this.

    I really don't think this will be an issue in 2.0
    This sounds nice but then again it takes us back to earning your right to be in high level areas. If you can be in a high level area from the beginning of a game then it takes away from that feeling of accomplishment that comes from earning your way in the world.
    (0)

  3. #3
    Player
    Linkurrra's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    369
    Character
    Linkci Lunarpaw
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by Alzelia View Post
    I vaguely remember Yoshi saying something about roaming Primals. Hopefully these guys will be in the lower level zones, so new players can get inspired watching an end-game LS take them down.

    Another good way to spread out players to old zones is through crafting drops. Put some high level (non-aggroing) mobs in the starter zone that drop high level crafting mats. An imperfect example of this using 1.0 was people farming sheepskins outside LL. For my idea to work, replace some of the sheep with mad ewes that drop karakul fleece, and higher leveled people will farm them.

    Like someone said before, being able to level several battle jobs will spread out the players. I think crafting and gathering does this to an even greater extent. Not only do you have 8 battle classes to level, you'll have 3 DOL and 8 DOH to level also.

    However, I think the best way to mix old and new players is to place some (but not all) end-game activities in the low level zones. Hamlets and Chocobo escorts come to mind for this.

    I really don't think this will be an issue in 2.0
    Oh Heck ya! While it won't be as structured as static zones, but having a mobile POI that high level players would form parties to defeat the primals. The chance of high level players encountering low level players will happen more often because of this. And being able to teleport to any of the Aetherytes would help greatly in getting to these Primals quickly ,but you would still have to run to where it is located.

    This will be nice for new players, because I remember many instances in XI where a high level player raised me when I died on the battlefield. When Players paths don't cross this just never happens!

    Quote Originally Posted by Allesasi View Post
    This sounds nice but then again it takes us back to earning your right to be in high level areas. If you can be in a high level area from the beginning of a game then it takes away from that feeling of accomplishment that comes from earning your way in the world.
    I don't believe this is the case. While the achievement to getting to an area is loss, that isn't the focus of the Primals. These are dangerous NM's more so than the normal ones that actively roam and attack people. The high level players will actively police the areas. or low level players call for help when they see one and run for their lives!.

    I think it would be awesome if the primals were fairly big, and attacked the regular mobs flinging them into the air. They could also attack players. I just hope they don't have the Primals cross the main roads and pathways in the game to get from zone to zone to much. Staying close to the roads are supposed to be fairly safe areas from encountering Aggro mobs. If Primal followed the path a lot, it would make it difficult to navigate the zone. Especially if it happened to spend a long amount of time around a bottle neck in the zone, that had no way to get around it. Which happened a lot in FFXIV 1.0! Sometimes this was gating to warn a player that they are starting to enter a higher level area, but if you had a quest to get to a particular location, it was really annoying. Like a few lvl 20 quests early in 2.0 that took you to places that were lvl 30-40! or it would phase you out into an instance and when you leave the quest instance it was like OH SHIT~! *DEEEeaaathhh* lol because all the lvl 30-40 mobs in the world spawned in!
    (3)
    Last edited by Linkurrra; 01-19-2013 at 12:31 AM.