Idk what you think "normal" is for a server in terms of the average player base progressing through content but it might interest you to know that Thorny for the past... almost 3months has done free NM clears (Not t6s) for 10 randoms a week that schedule with him via xiah. He has filled or come close to the 10 spots every week. As for t6s, I know he's probably sold over 50 wins. So, it's safe to say that quite a bit of people are actually not getting through the content at all, whether it be time or skill constraints. I would agree that for anyone who has a brainstem and the basic jobs needed for a group should be capped on almost everything at this point.
Edit: Derp. I actually have an exactish number of people he's helped on 1-5s. He's on his 200th this upcoming sunday, for which, whoever the 200th person is, receives a free t6 of his or her choice!
Thats definitely not happening on Carby. Theres only a handful of groups thats consistently get wins, and they never shout to fill empty slots because 1. They've got the numbers and 2. To quote a friend of mine, "I'd rather go with 1 less person than shout and wind up with some dumbass who fucks something up". If you aren't doing Delve with those groups, it's damn near impossible to get a win. PUGs form every once in a while (and thats ONLY for Tojil), but wins don't come too often from those.
Also, I'm sure they have metrics on what percentage of the player base has been present for one of the Delve boss kills. If I had to estimate, I'd say it's something like 25% (max) of the active players with level 99 characters, and surely it was less than 10% before they did the item level update. So as much as it sucks that they aren't pushing with more, harder end-game content, those of us who want it are definitely in the minority.
I wonder if its at all possible to limit the areas within a zone that mobs can go. I mean, something like a Behemoth in small caves and such doesn't make much sense (never mind the crazy camera angles you'd prolly be treated to) but there's plenty of zones where it'd be fine, just not in certain spots. Valkurm for instance. Borderline crazy that large mobs can't go there, the only limiting factor I can imagine is the tiny tunnels connecting the different parts, but really, if they're thinking of adding Lufaise (though, in the post they didn't specifically say large mobs could go there...) its different areas are connected by similar tunnels. Same deal with the ice paths in Uleguerand.
If the different size categories didn't seem linked to +att/def/HP/whatever else we haven't discovered, I'd say scrap it all, and make two sizes, one that can go anywhere, and one that can't enter dungeons. Non-dungeon mobs would still have some issues at higher lvl, but at least they wouldn't be as neutered for areas as they are now.
Interesting points though yeah I can't see why no dunes but yes to penisula. Small tunnels there too. Hmmm maybe because of the size of mobs in the zone already?
The tunnels in Lufaise are actually pretty large. You can drag a bird or ram through them without them having to clip through the ceiling, unlike what you'd get in Valkurm.
Well, Abyssea does have a similar thing inplace, where you're not allowed to pass through the glyphs just passed the starting flux without visitant status on, otherwise it'll teleport you back, so there's definitely 'code' in place that handles it.
Won't stop folks from clippering out of their defined border though for lulz, and some poor dev would have to place all these invisible barriers and Q&A them.
I'd just settle for +100% XP on blue-box mobs just so the later grinding isn't as horrible with the current zone selection.
2 new zones for monstrosity... thats total bullshit, why not open all zones up to the mobs! from ToAU over COP to WotG!
There's definitely more than just 1 mob added to the past since the lvl 80 cap was added. http://wiki.ffxiclopedia.org/wiki/Hispid_Rarab , http://wiki.ffxiclopedia.org/wiki/Tsetse_Fly , http://wiki.ffxiclopedia.org/wiki/Feyweald_Sapling etc. Those are just the ones I can remember off the top of my head.
They added mobs at every level cap increase iirc
https://www.bg-wiki.com/bg/Version_Update_(06/21/2010)
80 cap
The distribution and level of certain monsters have been adjusted in the following areas: Bibiki Bay / Uleguerand Range / Promyvion - Holla / Promyvion - Dem / Promyvion - Mea / Promyvion - Vahzl / Lufaise Meadows / Misareaux Coast / Phomiuna Aqueducts / Sacrarium / Riverne - Site #B01 / Riverne - Site #A01
https://www.bg-wiki.com/bg/Version_Update_(09/08/2010)
85 cap
Level and/or placement of certain monsters have been adjusted in the following areas:
Mount Zhayolm / Aydeewa Subterrane / Caedarva Mire / Arrapago Reef
https://www.bg-wiki.com/bg/Version_Update_(12/06/2010)
90 cap
Certain monsters appearing in the areas below have had their distribution and level adjusted.
Jugner Forest (S) / Vunkerl Inlet (S) / Batallia Downs (S) / North Gustaberg (S) / Grauberg (S) / Rolanberry Fields (S) / West Sarutabaruta (S) / Meriphataud Mountains (S) / Sauromugue Champaign (S)
https://www.bg-wiki.com/bg/Version_Update_(09/19/2011)
95 cap
The level and placement of certain monsters in the following areas have been adjusted:
The Boyahda Tree / Korroloka Tunnel / Kuftal Tunnel / The Shrine of Ru'Avitau / Gustav Tunnel / Labyrinth of Onzozo
https://www.bg-wiki.com/bg/Version_Update_(12/14/2011)
99 cap
ok well none here![]()
I don't really get why people hate on WOTG specifically so much, in light of the other expansions (As far as game content goes I mean, I agree the "12 years until the next episode" story complaint are 100% legitimate). Granted it was a poor follow-up to TOAU, which was a really big improvement content-wise once it all panned out but before that CoP and RoZ were pretty shitty as far as game events went. You can talk about Campaign being monotonous all you want but it seemed like they put a lot of server-wide cooperation things in it (upgrade suggestions, ops effects etc) that people just never ended up paying attention to because "whee 24/7 besieged xp" (also at least campaign was something everyone could do instead of shouting 3 hours for salvage and never getting one bite). SCNM had some pretty mediocre drops but the NMs and fights were actually kinda cool.
Best part of WOTG is still the soundtrack though, Mizuta really improved over the years.
Campaign was useless, it had virtually no continuous content, missions took so long to come out that you would forget the story from last update, FUCK server wide coop shit(I get this can work if done right, but wotg was a perfect how NOT to do server wide coop), and did I mention fuck WOTG? It also caused me for the first time to finally mute game music because of fucking campaign music not having a toggle.
I liked WoTG personally, but that's probably because I like story-lines. Sure it took them forever to come out but they were some of the best missions/quests to date. Especially Windy (S). I think most peoples gripe with it was the endgame or rather the lack thereof. Camping every single past zone (almost) for ixion/sand worm was lame, Succor to the Sidhe was alright but having to get a new weapon after 5 tries was kinda meh. ANNM was kinda fun, once. After that it was kinda boring and the drops were really random. Never actually did SCNM besides helping to kill a few box NMs so can't comment on it. Fiat lux, however, was a fun fight. It's just too bad it was such a pain to unlock it server-wide.
As much as people hated Campaign battles, they are/were 100x better than the crap that is Reives.
Totally agree with this with one exception, Campaign Battle's music erodes the soul after a while.