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  1. #61
    Old Odin
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    Quote Originally Posted by Not Kuno View Post
    Man I did that ANNM a millionty fucking times and I never saw an augment with haste. The whole ANNM system was pretty gay, although the gil drops were good. Then again, who still cares about gil?
    the whole random augment system is pretty gay!

    how many hours did I allready spend in konschtat farmign for that refresh hairpin with my mule, I stoped counting . . . /sigh I want my 7MP refresh idle set

  2. #62
    An exploitable mess of a card game
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    Quote Originally Posted by Spira View Post
    as clearly stated in these update notes, the changes are to dungeon areas and are not anywhere near the entrance. And it so happens that these "safe to travel at 75+" areas are currently not just safe to travel, they are also literally untraveled. Players have no reason to go there, whether or not they are safe.

    Sure, its fun to have safe zones so that you can run around and admire the environment, though really its just an excuse for players to auto-run along their way to wherever they need to go and tab out and surf some internet. Citing Sneak and Invis is no longer a real reason, considering that max duration has been extended and average duration generally increased. Besides, "safe" zones don't have to be aggro-free and sneak/vis may end up having little to do with it. Ru'Aun and Al'Taieu are very good examples of this.

    I'm personally all for this, because most if not all dungeons no longer give you that feeling of tension or fear of aggro, even if you're not on a high-survivability job. Granted not everyone will go back there for GoV and Voidwatch), I like that we have a reason to go back to these dungeons relevant to our current levels, and they'll actually still feel like dungeons.

    edit: agree with ANNM, it failed not because the potential max drops weren't good, but because effort to reward ratio was ridiculously high and even if you won, the odds of you obtaining your chance of a chance of a chance reward/augment was disgustingly low
    iirc: 1 of 3 equipment pieces, 3 of 6 possible augments and 1-4 variance of stats
    I'm concerned about slime trials for magian staffs though.

  3. #63
    New Odin
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    Quote Originally Posted by Darth Enron View Post
    What they need to do is balance the Campaign system so the NPCs can stand a fighting chance. I'm tired of not being able to do any of the bcnms there, and that's mainly because nobody is interested in fighting in those areas anymore (I want a Roundel Earring, damnit ; . They should at least make the Union drops better instead of the same generic crap that they have right now.
    Campaign needs to be overhauled for lowbie players. It's original purpose of being a way 60-75s could get EXP or maintain buffer is wasted. Grinding out GoV and FoV from 30-90 with no assistance from other players is a good way to burn out on FFXI.

    There are so many Campaign zones half of them could be geared towards pre-75 play.

  4. #64
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    Quote Originally Posted by Spira View Post
    as clearly stated in these update notes, the changes are to dungeon areas and are not anywhere near the entrance. And it so happens that these "safe to travel at 75+" areas are currently not just safe to travel, they are also literally untraveled. Players have no reason to go there, whether or not they are safe.
    I'm not complaining, and I'm not even really against the change. But I wouldn't call the zones completely untraveled either. I have been in at least 6 of those zones recently (within the last few months) doing various things (AF quests for new jobs I've leveled, finding appropriately leveled mobs for Magian trials and helping a friend learn BLU magic, etc.) And it's nice to be able to run around in them without having to worry about turning a corner and getting your face ripped off.

    Also, and maybe this is a pointless argument to make in a game where getting to max level takes 3 days instead of months like it used to, but I always kind of liked the part about gaining levels in a game where you could have dominion over areas or mobs that used to hand you your ass. That's one of the things that made growing a character fun. And it just seems like SE wants no part of that feeling anymore, by preventing the new 75+ levels from removing any aggro from areas, and now adding aggro back in to areas that we were able to grow beyond.

    I understand that they are trying to give more reasons to go to these old areas, so they don't become completely abandoned, but the new Voidwatch system and similar things would have done the trick alone. I just don't see the point in adding aggroing high level mobs in areas that didn't have them. Really, unless they are just barely EP and useful for Magian trials, etc., is anyone really going to fight them? Because if they just end up being nothing more than obstacles to getting around in those zones, it seems like a big waste of effort.

    Again, I'm not against it, I just don't see the point. Perhaps it will become more obvious once we learn more about how all the new systems work.

  5. #65
    D. Ring
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    This is going to be completely ridiculous if they do it wrong. High level 80+ mobs in Zeruhn Mines? Really? Really?!

    When the 99 level cap was announced who was expecting this to be the final product? Just gross.

  6. #66
    New Odin
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    They're adding high level mobs only because half these zones are currently wasted server space. People are talking as if newbies are still running around the game with dreams of being lvl75 one day.

    The reality is, places like Dangruf Wadi and Toraimorai Canal are barren wastelands no one visits. To stick some new mobs around will be at no consequence because no one visited these zones with any frequency to begin with. If some of these mobs are DC to 90 and magian compatible then it's a success on those grounds alone.

    SE is trying to make old zones seem fresh. They even stated mobs would be in out of the way places. What lowbie sees new mobs and doesn't even use the /check function? I know I did when I first hit new zones.

    It's gonna wind up being just like every other "new monster placement" patch. A few obvious new mobs in an area that you'd have to walk into on purpose to wind up dead.. if they even agro at all.

  7. #67
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Divinius View Post
    I'm not complaining, and I'm not even really against the change. But I wouldn't call the zones completely untraveled either. I have been in at least 6 of those zones recently (within the last few months) doing various things (AF quests for new jobs I've leveled, finding appropriately leveled mobs for Magian trials and helping a friend learn BLU magic, etc.) And it's nice to be able to run around in them without having to worry about turning a corner and getting your face ripped off.

    Also, and maybe this is a pointless argument to make in a game where getting to max level takes 3 days instead of months like it used to, but I always kind of liked the part about gaining levels in a game where you could have dominion over areas or mobs that used to hand you your ass. That's one of the things that made growing a character fun. And it just seems like SE wants no part of that feeling anymore, by preventing the new 75+ levels from removing any aggro from areas, and now adding aggro back in to areas that we were able to grow beyond.

    I understand that they are trying to give more reasons to go to these old areas, so they don't become completely abandoned, but the new Voidwatch system and similar things would have done the trick alone. I just don't see the point in adding aggroing high level mobs in areas that didn't have them. Really, unless they are just barely EP and useful for Magian trials, etc., is anyone really going to fight them? Because if they just end up being nothing more than obstacles to getting around in those zones, it seems like a big waste of effort.

    Again, I'm not against it, I just don't see the point. Perhaps it will become more obvious once we learn more about how all the new systems work.
    You (and Gwynplaine, and others) act like the higher level mobs are just be all up in your face in these zones, cockblocking you from doing any task that's mid-low level. You all should know by now that won't be the case since they've already added DC/EM/T/VT mobs to unused TW zones already with no impediment to anyone's mid-low level progress. Not only that, whatever task you are doing won't be the only thing you're doing for days (or even hours) on end, lol.

    Also to run it back, a lot of you might no keep up with the main SE forums, but they've already discussed making a few mobs that do impede movement (like Robber Crabs in various areas) completely TW or unaggroable in a later patch.

    Complaining to complain, I guess.

  8. #68
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    I always kind of liked the part about gaining levels in a game where you could have dominion over areas or mobs that used to hand you your ass
    I agree with this. Related, when I learned dream flower, I grab as many mandies as I could in the jungle to cast on them for sweet, sweet revenge.

    With the mention of increased rewards for doing pages, I wonder if this means spamming the same pages, or you get a bonus for doing all the pages in a manual. And will they release another 3 pieces of gothic armor which I felt were pretty sweet for the level you got them.

  9. #69
    Fake Numbers
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    Quote Originally Posted by Sho View Post
    You (and Gwynplaine, and others) act like the higher level mobs are just be all up in your face in these zones, cockblocking you from doing any task that's mid-low level. You all should know by now that won't be the case since they've already added DC/EM/T/VT mobs to unused TW zones already with no impediment to anyone's mid-low level progress. Not only that, whatever task you are doing won't be the only thing you're doing for days (or even hours) on end, lol.

    Also to run it back, a lot of you might no keep up with the main SE forums, but they've already discussed making a few mobs that do impede movement (like Robber Crabs in various areas) completely TW or unaggroable in a later patch.

    Complaining to complain, I guess.
    I guess I didn't really think about the ones they already added in places like Promyvion, since they added those around the same time they removed the level caps, so I never really thought about it. But you are right, SE has proven that they can at least be not-obnoxious with them.

    Like I said, if they are just there for use with Magian Trials, etc. and not "all up in your face" as you put it, then it doesn't matter at all, and I guess I can also agree that there could be a legitimate use in having them there.

    And no, I don't keep up with the official forums because they make my brain hurt, but that's interesting to know as well.

  10. #70
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Divinius View Post
    I guess I didn't really think about the ones they already added in places like Promyvion, since they added those around the same time they removed the level caps, so I never really thought about it. But you are right, SE has proven that they can at least be not-obnoxious with them.

    Like I said, if they are just there for use with Magian Trials, etc. and not "all up in your face" as you put it, then it doesn't matter at all, and I guess I can also agree that there could be a legitimate use in having them there.

    And no, I don't keep up with the official forums because they make my brain hurt, but that's interesting to know as well.
    It's all good, just had to put it out there. It's obvious why as well-- PS2 limitations don't allow for all new zones with top tier monsters, so they need to reuse as many zones as they can for filler while they figure out a solution before/during the implemention of the last few zones they can handle (one of which is "The Last Stand" that they mentioned) I simply gave up on the notion of being super-high-level-defeat-anything-in-this-zone boss mode for the very reason.

    Off topic: I do like saying this these days after almost 6 years of random on and off bullshit, but I really like and have faith in this newer developmental team; they've made very few mistakes, and actually have direction and gain player input rather than using random retarded ideas.

  11. #71
    Limecat
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    Didn't the Dev team that gave us Abyssea and shit get transferred to XIV?

  12. #72
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    Drat, I was hoping for a summonable book akin to the Magian Specs, so I don't have to trek back to the zone-line/outpost to grab a new page.


    The books just floating there by themselves are a sore eye for the zone, just like the Abyssea Maws are. >.>

  13. #73
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    Quote Originally Posted by Myrrh_Quetz View Post
    Didn't the Dev team that gave us Abyssea and shit get transferred to XIV?
    The lead dev that was in charge during Abysseas release got moved to FFXIV... but the guy who actually was the lead designer of Abyssea itself was then promoted to lead dev of FFXI

  14. #74
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by Myrrh_Quetz View Post
    Didn't the Dev team that gave us Abyssea and shit get transferred to XIV?
    I know a few people from the original game came back and most of the main dudes left for XIV-- Hiromichi Tanaka, Sage Sundi, Kouichi Ogawa, Akihiko Matsui (director in 2010 for just before abyssea, though he designed most of it, mainly battle specs alongside battle specs for XIV as well). Tanaka failed XIV and they made Matsui the director, then further cockblocked Tanaka and made Mizuki Ito (was a random planner) director of XI in November or so. Whatever goes on, FFXI is better now, than during the reign of Tanaka/Sundi, lol.

    Almost certain Ito gets a lot of ideas from Matsui, dude as an open mind about battle content.

  15. #75
    Yoshi P
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    Quote Originally Posted by Sho View Post
    It's all good, just had to put it out there. It's obvious why as well-- PS2 limitations don't allow for all new zones with top tier monsters, so they need to reuse as many zones as they can for filler while they figure out a solution before/during the implemention of the last few zones they can handle (one of which is "The Last Stand" that they mentioned)
    I thought someone pointed out in a different thread that the zone limitation was actually partially fixed? Also Last Stand is already in the game, so they don't need to make a new zone for it (unless my understanding of the zone is off).

  16. #76
    Sho
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    YOU BLACK, MIDNIGHT, EVIL MOTHERFUCKERS!!! BLACK MAGIC, DARKNESS!!! YOU RAW, DARKNESS!!! YOU, FUCKING, DELIRIOUS MOTHERFUCKER!
    You were cold as ice.

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    Quote Originally Posted by TacoTaru View Post
    I thought someone pointed out in a different thread that the zone limitation was actually partially fixed? Also Last Stand is already in the game, so they don't need to make a new zone for it (unless my understanding of the zone is off).
    Hum, they may have-- looking at POLutils, you can see they only have about 3~4 more free zones to work with, one of which includes TLS. Struck me as odd that it's the only zone they have planned to add over the next dev cycle (between now and December), instead of a real expansion.

  17. #77
    Cerberus
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    Quote Originally Posted by ronin sparthos View Post
    They're adding high level mobs only because half these zones are currently wasted server space. People are talking as if newbies are still running around the game with dreams of being lvl75 one day.

    The reality is, places like Dangruf Wadi and Toraimorai Canal are barren wastelands no one visits. To stick some new mobs around will be at no consequence because no one visited these zones with any frequency to begin with. If some of these mobs are DC to 90 and magian compatible then it's a success on those grounds alone.

    SE is trying to make old zones seem fresh. They even stated mobs would be in out of the way places. What lowbie sees new mobs and doesn't even use the /check function? I know I did when I first hit new zones.

    It's gonna wind up being just like every other "new monster placement" patch. A few obvious new mobs in an area that you'd have to walk into on purpose to wind up dead.. if they even agro at all.
    THIS ^

    My guess is, this will alleviate congestion throughout the areas, making it lucrative for players to solo/exp, and possibly trial it up. Why everyone is feeling Judgement Day is upon are probably the same people who think the game is dead. I welcome all these changes and also wished they overhauled fucken Campaign already.

  18. #78
    An exploitable mess of a card game
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    This actually reminded me of when I started playing the game and was doing the (2nd?) Sandy mission with the bats. I was with a group doing the mission and we decided to form a group and explore KRT where we eventually got to the goblin portion that changes the game to WTFPROPORTIONS and then to the LV50-75 area.

  19. #79
    Cerberus
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    I believe it was mentioned by SE that they were looking into the rarity of fire/light weather and such, and that they wanted to make rare weather more frequent?
    I'd imagine that will play into this somehow. Hopefully 100% fire weather in dangruf wadi, and it has every kind of monster imaginable.

  20. #80
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    This isn't very fair, I want to prance around those dungeons without any fear of aggro

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