SCNM was really the end game for WoTG, which was actually really good and rewarding. My old LS used to spam it. Stuff like Skystrider and Supremacy earring were good drop slight upgrade that the old FFXI used to be until the introduction of abyssea.
SCNM was really the end game for WoTG, which was actually really good and rewarding. My old LS used to spam it. Stuff like Skystrider and Supremacy earring were good drop slight upgrade that the old FFXI used to be until the introduction of abyssea.
Dark Ixion and Sandworm are severely underrated WoTG content. Thoroughly enjoyed that shit. Plinking Dark Ixion down with a party of rangers, while evading its spammy Lightning Spear. Good ole FFXI fun.
WOTG had 1 big problem for me - between Salvage and then ZNM was a BIG lul of any endgame content to do. This broke my endgame LS and made all my friends quit.
SCNM was pretty damn fun, and it was hard. Most people never even tried it.
Ixion and SW were both good NM fights, their spawn conditions were ridic however. We had the best bot ever for those mobs and they still sucked to camp.
Today's second post about the ToAU beastmen kings seems to suggest that they will somehow be involved with the Mythic upgrade process, otherwise I don't really see what the relevance is there to the repop timing.
You currently need to kill the ToAU beastkings for the first quest to start a mythic. People want the repop timers down because they currently repop at 3-5 days??? I'm not sure but that's what I've seen.
It would be nice if they could remove the 3 man restriction from events like Assualt and Salvage. Allow Assault tags to continuously accumulate like abyssea stones.
er.. they already are required to create a mythic. you need titles from the ToAU beastkings as a prerequisite.
as for the talk about WotG, it was pretty crappy as far as desirable endgame content went. ANNM was shitty for all the random augment bullshit. SCNMs weren't so bad but were tedious and didn't have enough good going about it to attract people. Evolith and Fomor equipment were situationally useful at best - pity cos they had gorgeous weapon models. Succor to the Sidhe, more augment RNG bullshit. MMM was actually good - it was just badly marketed and people couldn't really grasp it.
the true beauty of WotG (apart from the music) is its lore element. Anyone who enjoys FFXI's history will love all the little lore strings that they tie around every quest. You will get the history of a whole bunch of less-than-significant NPCs, along with other movements within the Crystal War and so on. Story was great. Cutscenes were stellar. Best storytelling in XI to date, but at the same time it dragged out for too long,.
Current timers are 3-5 day minimum, but it just took 7 for medusa 24 hr camping, and people have been reporting for years of Gulool taking 9-20 days to spawn. Including the besieged connection (it will depop after you camp it, only to be killed in besieged w/o giving a title) is just ridiculous at this point, since besieged is so easy. I understand them not wanting to make it easy, but if it is taking more than two weeks to camp an nm, only to have it reset if a battle starts, something needs to change.
I know, I said upgrade, not make.
"As a result of our study, based on the relaxed difficulty of Salvage and the upcoming upgrades scheduled for Mythic weapons, we concluded that we will not be reducing the repop interval at this time."
What would the upcoming upgrades have to do with it if these weren't somehow involved? I'm just guessing, of course, and it could just be an indirect reference, but...
That seems so counterintuitive. We're about to make mythics better with upgrades for the last few trials, so we want to keep unnecessary roadblocks to even accessing the quest to make the base weapon?
SCNM rewards were stupid sidegrades for the most part, HNMs were not underrated; they were simply exclusive to a small portion of the player base. I don't see how anyone could remotely like this expansion besides a few small elements. It brought almost nothing to the game, even the HNM drops were fairly insignificant.
I guess maybe it's like how they designed the 99 trials in that the Mythics had the easiest one because they had the hardest base quest? I do wish they would at least tell us how those kings work though, because their spawn times just seem random. (I seriously hope they're not going to just make us kill the beastmen kings again for the mythic upgrade)
And as far as WOTG goes, I was more saying that as far as events go, it was worse than TOAU but I would still say it was better than RoZ and CoP, but people act like it's the worst thing ever. If there was ever something to complain that much about in XI's history it would be those terrible addon scenarios.
Why does it feel like every reasonable question or suggestion is always answered with a...
http://31.media.tumblr.com/50681a805...vaf3o1_500.gif
...by SE?
Sky was highly accessible and brought excellent gear to anyone who put in the effort to do it. I don't see how you could compare WOTG to that even. I guess COP is more personal opinion, but I think the whole forced level cap thing really helped enrich the story since you couldn't just plow through it. Also I was a big fan of actually unlocking areas and WOTG had none of that, which was a huge turn off to me.
Eh, but the thing about Sky is that the gear from it was one of the first times they put...you know, real stats on armor (By that point most of what people used from it consisted of Genbu's Shield, Byakko Pants and WLegs). Aside from that Vanilla XI had what? Haubergeon and SH? I guess Panther Mask +1? WOTG stuff did have armor but at that point in the game it was sidegrade city. I mean comparatively you could say Meebles didn't add a whole lot of armor even though it actually did, it's just that too much of it felt redundant or inferior to what we already had, so I don't think it was a "lack of content" problem so much as it was just the design philosophy.
And I get what you're saying with the unlocking areas thing, but I get the impression they were getting rid of that because people had complained about it in CoP. ToAU didn't really have it either (unless you count Salvage, which wasn't even that far into the story).
The fact that zilart gear stayed supreme while many pieces of gear were added in 3 additional expansions just really bothered me. COP didn't add a ton of stuff but the immersion factor was great. TOAU was a great balance of content, story, and gear at least. WOTG just seemed halfass in all these regards, you didn't really even get hyped from exploring since most of the areas were just reskins. I'll stop adding to the expansion talk derail, WOTG was just a huge disappointment to me. lol
I feel like anyone who says Sky was accessible didn't camp 8+ hour Ullis or had to put up with mad dashes to Faust or MG. Even now, the zone is still stupidly time-gated. I'll just avoid my glaring hatred for CoP, though. Unlockable zones are one thing, but most zones basically being useless once you did the story thing didn't help them, in part due to the caps. I feel like I got the most bang for my XI buck out of WotG, though. Not for story pacing, but because of Campaign, which I guess is funny because some hate it. No, the system wasn't perfect and I had no shortage of ideas to improve and offer incentive to participate in it back in the day, but SE simply let it decay.
I know in the past there was a bit of competition and such in sky and combined with timed pops suck but now the zone is dead so only thing you have to put with is rng screwing you on time pops assuming you don't just use your log in points or buy the ones I see bazaared all over the place for like 20k.
What I think I disliked about WoTG compared to other expansions is it seemed well mostly rehashed. I mean they basically just reskinned a bunch of old zones and added 3 more. And then made walking thru a lot of them a major pain in the butt. To this day I love just walking around in sea/sky or even something just like bibiki bay or attowha or all the zones zilart brought that I can't remember since it came with the NA release. Was awesome when finally got thru missions and got to see this huge wonderous new zone (and quickly die to bunches of agro I wasn't used to) and ya know had pertinent gear. And they opened up a lot of zones to xp in so I was just in them a lot more compared to WoTG. And fucking campaign battles in the cities arrrrrrrrrrgh. Though I did love campaign back when regular xping still happened and was slow and certain jobs never got invites.