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Thread: Fan Festival #2     submit to reddit submit to twitter

  1. #41
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    Re: Fan Festival #2

    packmoogles :3

    kinda like packmules in Dungeon Seige, cept not necc. displayed

  2. #42
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    Re: Fan Festival #2

    While I'm aware this has been brought up before, but the LFP tool needs tweaking. It was mentioned that being able to search under more than one job was not possible within the confines of what the current LFP system can allow. That in mind, why not just make a new LFP tool from the ground up?

  3. #43
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    Re: Fan Festival #2

    Quote Originally Posted by kuronosan
    5) Exp spots - There are plenty of exp spots in AU for 75s... why not compensate by fixing exp spots outside of AU? Signet exp still isn't enough. Mobs chain indefinitely in AU areas because of the respawn rate whereas in zilart or promathia areas they still respawn too slow to be worth it..
    Statements like this tend to make SE ignore these questions/statements due to ignorance on the part of the one asking.
    Go inside Mamook and tell me how fast those mobs respawn...its an AU area, right ?

    I hate to break it to you buddy, but It has NOTHING to do with "ZOMG AU MOBS REPOP FAST".
    OUTDOOR AREA = 5 MINUTES
    DUNGEON = 16 MINUTES

    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."

  4. #44
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    Re: Fan Festival #2

    Quote Originally Posted by NynJa
    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."
    there is a need for it

    So that in dungeons, for NMs, you can clear an area without worrying about repops every 5 minutes

  5. #45
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    Re: Fan Festival #2

    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."
    there is a need for it

    So that in dungeons, for NMs, you can clear an area without worrying about repops every 5 minutes
    Which dungeons have NM's that need to be cleared out without worrying for repops ? :\

  6. #46
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    Re: Fan Festival #2

    Quote Originally Posted by NynJa
    Which dungeons have NM's that need to be cleared out without worrying for repops ? :\
    lolVrtra?

    way back in the day (like 2004), i'd say the 3 Beastmen Kings would be really annoying with fast repops.

  7. #47
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    Re: Fan Festival #2

    Quote Originally Posted by NynJa
    Quote Originally Posted by kuronosan
    5) Exp spots - There are plenty of exp spots in AU for 75s... why not compensate by fixing exp spots outside of AU? Signet exp still isn't enough. Mobs chain indefinitely in AU areas because of the respawn rate whereas in zilart or promathia areas they still respawn too slow to be worth it..
    I hate to break it to you buddy, but It has NOTHING to do with "ZOMG AU MOBS REPOP FAST".
    OUTDOOR AREA = 5 MINUTES
    DUNGEON = 16 MINUTES
    Moreso than repop timers, I think the abundance of actual mob pops in the popular ToAU XP areas are the biggest factor in a camp being conducive to infinite chains.

    I'm at a loss thinking of outdoor camps outside ToAU that share the sheer volume of mobs that can be killed (although I'm sure someone can cite an example).

  8. #48
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    Re: Fan Festival #2

    Big bomb, gurfurlor, vrtra, tiamat, alastor antlion, demon nms in baileys, uggalepih nms (the carb mitts one) for a few, i'm sure theres more.

  9. #49
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    Re: Fan Festival #2

    I think Khorma ore + Imp.wootz ingots need fixing, its asking way to much for players to be dropping 9-14 mil onto a body in this economy.
    Technically speaking, since the ores/ingots aren't npc sold, it's still player demand driven. In other words, if players are going to pay for the ores, bodies are still going to cost 9-14mil.

  10. #50
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    Re: Fan Festival #2

    Quote Originally Posted by Slott
    Big bomb, gurfurlor, vrtra, tiamat, alastor antlion, demon nms in baileys, uggalepih nms (the carb mitts one) for a few, i'm sure theres more.
    Those are outdoors just fyi.

    I dont think demon NM's in baileys are really a chellenge, even if you get 1 or 2 adds (anyways, arent adds part of the challenge and fun ?!?)

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    Re: Fan Festival #2

    Quote Originally Posted by NynJa
    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."
    there is a need for it

    So that in dungeons, for NMs, you can clear an area without worrying about repops every 5 minutes
    Which dungeons have NM's that need to be cleared out without worrying for repops ? :\
    People aren't all 75, we weren't always 75. There are many NMs that I've been glad to not have mobs repop on top of me during.

  12. #52
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    Re: Fan Festival #2

    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."
    there is a need for it

    So that in dungeons, for NMs, you can clear an area without worrying about repops every 5 minutes
    Which dungeons have NM's that need to be cleared out without worrying for repops ? :\
    People aren't all 75, we weren't always 75. There are many NMs that I've been glad to not have mobs repop on top of me during.
    And now we're no longer stuck in lvl 50 cap...
    That excuse is on the same level as "PS2 LIMITATIONS LOL".

  13. #53
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    Re: Fan Festival #2

    I liked level caps... I will admit I enjoy not being capped more, but in a choice between zergs fights or easy fights vs level caps, I will pick the latter. (For missions). Though... I'm speaking with level 60 in mind...

    Bercus, it would make me very happy if you mentioned the fact "Besieged:" items are viewed as worthless, making a lot of NMs ToAU added viewed as worthless. Could you perhaps pitch them the idea that "Besieged:" should be changed to "Assault:" and have "Assault:" work in Besieged? (I guess it wouldn't hurt to mention "Salvage:" either).

    Also, mention that some people want SCs to be made stronger, without any nerfing of any other tactics... and perhaps MBs made to be more worthwhile in more than just damage(conserve MP effect gogo!).

    Finally, mention Conquest and Expeditionary Forces being ignored.

    Those are my three requests. Good luck!

    EDIT: I always thought if you an area is owned by a nation (concerning Conquest), repops should be quicker, 4-5 mins outside, 10ish mins inside.

  14. #54
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    Re: Fan Festival #2

    Quote Originally Posted by NynJa
    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Quote Originally Posted by Maxxthepenguin
    Quote Originally Posted by NynJa
    Yhoator Gobs get quick repops at lv45ish, Flamingos in Sky are quick repops. A better question to state would be "Why the disgustingly long repop timer on dungeon mobs ? There is no need for it, and it would greatly increase the amount of possible camps."
    there is a need for it

    So that in dungeons, for NMs, you can clear an area without worrying about repops every 5 minutes
    Which dungeons have NM's that need to be cleared out without worrying for repops ? :\
    People aren't all 75, we weren't always 75. There are many NMs that I've been glad to not have mobs repop on top of me during.
    And now we're no longer stuck in lvl 50 cap...
    That excuse is on the same level as "PS2 LIMITATIONS LOL".
    So people who started the game more recently don't get to do such things as, say, AF without high level help?

  15. #55
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    Re: Fan Festival #2

    is it possible for them to kill AV with 18 "normally" geared player and record it on video? >.>;

  16. #56
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    Re: Fan Festival #2

    Quote Originally Posted by Aireiya
    I think Khorma ore + Imp.wootz ingots need fixing, its asking way to much for players to be dropping 9-14 mil onto a body in this economy.
    Technically speaking, since the ores/ingots aren't npc sold, it's still player demand driven. In other words, if players are going to pay for the ores, bodies are still going to cost 9-14mil.

    They are expensive because there is not many means of obtaining them. Players might see a khroma ore once per 6hrs if lucky while mining or score it once per day from an ISNM. SE needs to add alot more ways to get it.

  17. #57
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    Re: Fan Festival #2

    Quote Originally Posted by kuronosan
    Quote Originally Posted by Xanthe
    It's been discussed before and it's not going to happen. Unless some serious back end restructuring happens additional inventory can't be added (read: PS2 limitations).
    Inventory SPACE. Not necessarily inventory on a person.
    Ah my bad. Chalk that up to bad phrasing I guess. I could definitely see another form of mog house inventory a la safe and locker being added, but I don't see any reason why they wouldn't already be considering it. Possibly a better way to phrase things:

    As the game progresses across multiple expansions players are finding themselves laden with many hard-earned items, but increasingly less space to store them. With the ToAU expansion the Mog Locker was introduced in order to allow for more storage. Are you planning on adding a similar storage medium in anticipation of new items to be acquired in WotG?
    Quote Originally Posted by kuronosan
    It really bugs me every time someone says this. There is no difference in spawn rates between older zones and ToAU zones. Fields have always been 5 minute respawns and dungeons have always been 16 minute respawns regardless of what expansion they come from. ToAU just happens to have a lot more outdoor merit camps.
    The difference is the places where people exp outside of AU are all mostly dungeons and thus do not have nearly as many mobs to chain (and the mobs don't die nearly as fast either) as the areas in AU do. Sorry that it bugs you to hear the same regurgitated shit over and over. Maybe that's exactly how SE feels.
    I would venture to say that you're right. Show them that you understand field vs dungeon spawn times and then relate that to effective exp/merit camps. State the benefits of outdoor camps and ask if they intend to include a higher proportion of those areas to accommodate the increasing demand for fast paced exp and merit camps.

    Quote Originally Posted by kuronosan
    The prime example of that was to point out how inanely useless some abilities that they add are. Who would put spell interruption rate down on before evasion or magic attack? Who would put up subtle blow before double attack? Who would waste 300MP summoning and using a blood pact that does absolutely nothing compared to a magic spell that does everything for 30MP?
    Let's get rid of everything but the blizzard and thunder line of spells while we're at it. Seriously though, I do agree there's a lot of spells/abilities/jobs we don't consider useful, at least in the most common contexts. There are non-mainstream, non-endgame situations where they can be helpful though. Yes, a lot of the new things we've been given are promptly ignored. Not all the new things are junk however. Pre-COR, Diablos's Dream Shroud was welcomed by BLMs. Netherblast was great when Kirin was still kited (lol) and still is useful, say when Tiamat is in the air. Feint and Angon have proven to be some of the most potent melee zerg tools introduced. Capped Shell V and an Aegis allows a PLD to cap their magic damage reduction. Phalanx 2 allows a tank to hold multiple low-damage, fast-hitting mobs much more easily. Samurai Roll might seem moot at first until you consider it takes a 6-hit SAM to 5 hits. The list goes on. The point is not to act like everything SE gives us it utter crap. If you're going to be requesting things from them, you'll be more effective not talking like that's all they hand out.

    Quote Originally Posted by kuronosan
    It sounds like you're just too stuck on over-generalizing people instead of reading what was written, which is a problem most people here tend to have... including myself.
    Yep, sounds about right.

    Quote Originally Posted by kuronosan
    What I was saying was simply that while some things are a great challenge (and rightfully so) there are some things that are just too ridiculously "hidden" that need to be adjusted.
    To be fair, we technically shouldn't have known that Goblin Wolfman and Parade gorget specifically existed without digging around the .dat files. That's besides the point though. Yeah, some challenges are on the extreme side. Perhaps there should have been NPCs scattered around Movaplolos that talk about their favorite drink and how to make it. Maybe the quasilumins should drop hints about how to tackle Absolute Virtue. It might be more effective to ask SE to provide us with the means to find out out how to do some of these things rather than simply asking how directly. In some cases maybe those means already exist.

    With all of this, it's important that we're diplomatic when approaching SE with our comments and questions. Go in with the right attitude and they might actually listen. Make it into a set of suggestions and constructive comments, not a list of demands. A little courtesy will go a long way.

  18. #58
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    Re: Fan Festival #2

    SE needs to make king camps a little more interesting (A little I suppose). Give Behemoth perfect dodge, give King Behemoth Chainspell, Give Adamantoise Blood Weapon, and Give Aspidochelone Invincible. Would at least make the fight more... Entertaining.

    For the love of fucking god, fix Vireli... You gave it to us to do nothing. Make it more compatible. I charmed a crab while skilling it, could I do anything with it? No.

  19. #59
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    Re: Fan Festival #2

    Quote Originally Posted by Lordender
    Quote Originally Posted by Aireiya
    I think Khorma ore + Imp.wootz ingots need fixing, its asking way to much for players to be dropping 9-14 mil onto a body in this economy.
    Technically speaking, since the ores/ingots aren't npc sold, it's still player demand driven. In other words, if players are going to pay for the ores, bodies are still going to cost 9-14mil.

    They are expensive because there is not many means of obtaining them. Players might see a khroma ore once per 6hrs if lucky while mining or score it once per day from an ISNM. SE needs to add alot more ways to get it.
    SE really doesn't need to do anything. If they want salvage body armor to be as scarce as they are, they're doing a pretty good job of it. People are still buying and selling Khroma ores at the 'inflated' price, it just means that the people who are willing to pay more/spend more time farming ores will get salvage bodies before others.

    I agree it would be nice of SE added more methods of getting ores/ingots, but it's more of a game design complaint than a legitimate problem complaint. It's less '9-14 mil is too much for players to pay for salvage body' and more 'did you really intend salvage body armor to be this difficult to get'.

    SE needs to make king camps a little more interesting (A little I suppose). Give Behemoth perfect dodge, give King Behemoth Chainspell, Give Adamantoise Blood Weapon, and Give Aspidochelone Invincible. Would at least make the fight more... Entertaining.
    Make Transmogrification and Mind Wall standard TP moves for HNM's amirite?

  20. #60
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    Re: Fan Festival #2

    I don't understand why some people are recently complaining about lack of exp camps. There is an expansion coming out next month which would likely guarantee at least a few new merit areas. Not to mention who knows what other types of changes to jobs and exping.

    A few questions I'd be interested in:

    -Could they supply any clues or info about what effect defeating the singular random enemy in Einherjar does?
    -Could they supply any clues or info about how to obtain the Birdman cape and Skanda Boots?
    -Will equipment with assault latent effects be active during WotG type assaults?
    -ToAU created different trends among party gameplay. What kind of gameplay trends do they hope to expect over the course of WotG?

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