I'm thinking the current simplicity of the strongholds has to do with making use of a portion of the existing map, and hopefully when we get the new maps the beastmen strongholds will be a zone unto themselves.
Interesting idea sort of along the lines of the way Xarc was produced by the failure of the Zilart experiment. Ground Zero for the cataclysm should be a zone unto itself with lots of crazy rules and content to go along.
One of the things I didn't like about the undersea ruins in XI was the way you could see the outside of them from the ferry, but all you got to see of the ruins zone was the same repetitive interior maps. A tower should contain both internal and external map areas, and the view from the top should be uber.
I didn't mind the 24 hour bit, but I did mind the multiple windows over a 3 hour period. I got how it allowed the NM to rotate between time zones, but this could have been done by taking the TOD adding 26 hours and making it a half hour window. The basic problem with compromising in this area is that when the item gets easy to get the status of getting it is reduced. Perhaps multiple routes to the same item that appeal to different play-styles but all of which require a lot of effort would be the way to go. Sort of along the lines of making something a drop from an long timer NM or an repeatable instanced dungeon with lower drop rates in the dungeon because of easy access for example. They have sort of done this already with the tokens from the primal fights.
One thing I will say is I have bad memories of camping poisonhand in XI, and always having to compete with rmt who were farming troopers and the Gi. I don't mind camping vs other players who want to make gil, but not vs rmt. A moogle with a hoodie and a great axe that whacked rmt would be a nice addition, and it would have that final fantasy feel to it.![]()


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