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  1. #41
    Official THE Alpha and Omega
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Gwynplaine
    Quote Originally Posted by Spoony Bob
    I could swear I read some interview where they came right out and said they'd bring NPCs to ToAU before they let them in the past.

    Either way, it'll be fun leveling them again.
    There was.
    http://forums.ffxiclopedia.org/viewtopic.php?t=5032

    The adventuring fellows cannot access Aht Urhgan zones. We brought this up at the summit March but did not get a good answer. Are there plans to give Adventuring Fellows access to more zones?

    The answer that you got back in March had to do with the party situation. Once that is solved, we believe that they will gain access to these zones. As for them being able to go back to the past, they will be able to go to Aht Urhgan before they go back to the past - but it's not a never type of answer.
    Which just implies what most people already had figured. That SE can say and do whatever the hell it wants, whenever it wants. Guess they changed their mind. It would seem natural then for them to raise the cap to 75 whenever they allow them to be used in AU.
    Sadly, SE is pretty bad at predicting what they're going to do in the future. I'd love to see their pile of scrapped ideas.

    Also, remember the ToAU timeline. What a joke.

  2. #42
    Hyperion Cross
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Wasn't it quoted somewhere that they didn't want Beastmasters to ruin parties in the ToAU region with their NPCs somewhere?

    I forgot the exact interview, but it was funny.

  3. #43
    Smells like Onions
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    I always thought that they didn’t add fellows to ToA areas because of how they worked. The gear they get is dependent on which nation controls the zone the NPC is used in; I assumed SE didn’t want to (or were too busy adding WoG content <_< to add ToA gear/zone options to the NPC lists.

    Campaign and Conquest factions are the same and are updated at the same time. So, it should have been a much easier transition to add NPC to the past than the near east.

  4. #44
    Conejita's Jolly
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    About time. I miss the good ol days when Beatrice would deal 800-900 guillos to the coffer key dorping yags. I'll reactivate ASAP.

  5. #45
    A. Body
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Julian
    brb, re-activating my account
    omg me too! *makes haste to POL account management*

  6. #46
    I am a Cockwhistle
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Loziel
    Colibri camp is annoying enough when there is more than 2 parties wanting to xp there.... imagine now if you have a bunch of people there all solo xping with their npcs. I think we are better off not seeing fellows in the East untill there are some comparible xp camps added to the game.
    If they can't keep them out of Azouph (all of it, Fomors, Imps @ SP, Khim) and all of the Thickets XP camp, there's no point. The last *3* times I was the Greater Colibiri camp I already had XP duo's fucking up chains (but enjoyed letting them die to adds when I slowed down pulling). DRG/WHM + SAM/DNC (This duo stayed for 3hrs, died 4 times along the way), PLD/w/e + SAM, etc, any 2 jobs w/ some healing can duo there, and they love to wreck everyone elses XP.

  7. #47
    New Merits
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Maleckai
    I always thought that they didn’t add fellows to ToA areas because of how they worked. The gear they get is dependent on which nation controls the zone the NPC is used in; I assumed SE didn’t want to (or were too busy adding WoG content <_< to add ToA gear/zone options to the NPC lists.

    Campaign and Conquest factions are the same and are updated at the same time. So, it should have been a much easier transition to add NPC to the past than the near east.

    I leveled my NPC up long long ago. I found it very strange that they were not included in ToA. The NPC quests reveal that they are from the "East" and their quests revolved around magical mirrors. I assumed this would work in with the ToA story, but I guess "East" mean "Far-east" or somewhere else entirely.

    I havn't called my NPC in over a year now. It will be fun to take her along when/if they finally give me a reason to explore the past zones.

  8. #48
    Bagel
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Another level cap?

    Quest Description
    Procure twelve Gnole claws, a Ranperre Goldpiece, a pair of Divisor Rings, one Dryadic Abjuration: Feet and 5,000,000 Allied Notes to resolve the hostage situation in Upper Jueno where your fellow is held captive.



    (Alternate) Quest Description
    Defeat Absolute Virtue and bring the Deed of Levelcapulation to Luto.

  9. #49
    D. Ring
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Croaker
    Quote Originally Posted by Maleckai
    I always thought that they didn’t add fellows to ToA areas because of how they worked. The gear they get is dependent on which nation controls the zone the NPC is used in; I assumed SE didn’t want to (or were too busy adding WoG content <_< to add ToA gear/zone options to the NPC lists.

    Campaign and Conquest factions are the same and are updated at the same time. So, it should have been a much easier transition to add NPC to the past than the near east.

    I leveled my NPC up long long ago. I found it very strange that they were not included in ToA. The NPC quests reveal that they are from the "East" and their quests revolved around magical mirrors. I assumed this would work in with the ToA story, but I guess "East" mean "Far-east" or somewhere else entirely.

    I havn't called my NPC in over a year now. It will be fun to take her along when/if they finally give me a reason to explore the past zones.
    The story was all about the near east. The mirrors were the first indication of the theme of ToAU. Blighted Gloom, and Blessed Radiance, which iirc are the titles of the Amano paintings used as box art on the 2 ToAU boxes. And I think the story also was one of the early first mentions of Alexander and Odin along with the limbus gear NPC. So one way or the other the npc quests should have to wind up in AU.

  10. #50
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    I am betting that the reason they arent in toau is because weve posted so much shit as to why it would really fuck things up here, wotg is a wasteland in comparison, this will get people in there.

  11. #51
    Ridill
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    I agree that WotG needs more attention outside of campaign. I just don't understand why they waited until WotG release to fix old content complaints that have been around since before ToA. While I'm glad they are doing so... it makes me wonder (not in such a positive light) what they have planned for future WotG content if every "content" patch is going to include previous xpac fixes.

  12. #52
    Absolute Messenger of Promathia
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Im just happy they are raising the cap to 70 :X, i had my NPC as Great Axe/Fierce, but switched it to Scythe cause of Guiloutine and Cross-Reaper(letting me Darkness with Blade Ten and Evisceration, Even though full Break did too), however, i might switch it back for Steel Cyclone since Spiral Hell is garbage with the most epic WS Animation ever.

    Hopefully they'll get the Quested WS :< cause if not i'd be dissapointed, even tough Guiloutine(I know im spelling it wrong ) is still powerful, even used by an NPC

    Also Looking forward to the new "Personalities" which are hopefully the new job ideas i suggested in the last thread about NPC's

    (RNG (Ranged Attacker) Personality, Shoots bolts/arrows occasionally, stands at a distance)
    (BRD (Harmonius Healer), Casts random spells, Etude, Minuet, and low end Cure Spells (Cure III highest)like beastmen)
    (NIN (Stealth Shield), Randomly casts Ninjutsu, casts Utsusemi: Ni/Ichi depending on level, Throws Shuriken (You can trade them Shuriken, Juji Shuriken or manji Shuriken to determine how often they used Ranged Attacks, Shuriken would used it every 20 Seconds, Juji 18, Manji 15 Seconds, prioritizes Ninjutsu Debuffs)
    (
    Given high accuracy on Ranged attacks they might be useful... its all in the game (Campaign NPCs, Beastmen, etc).

    Im reaaaallly looking forward to it, my NPC will hit 66 the second i do cap quest lol.

  13. #53
    Official THE Alpha and Omega
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Karbuncle
    however, i might switch it back for Steel Cyclone since Spiral Hell is garbage with the most epic WS Animation ever.
    ...Spiral Hell is a bit more powerful than Steel Cyclone except with STR and INT instead of STR and VIT, making the gear for it a bit worse. People just don't use it because Spinning Slash is so much better.

  14. #54
    Ridill
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Gilthas
    Quote Originally Posted by JMunin
    Quote Originally Posted by Not Kuno
    Letting them to go the past is ok, but not letting them in campaign is pretty awesome.
    Implies that they haven't chosen sides, which would make a bit of interesting story, if SE decided to rationalize why.
    It doesn't imply anything like that. If anything, it simply implies that SE just didn't bother with it.
    And after Square reads this thread:

    "Holy shit, change the text to say that the Adventuring Fellows can't take sides because they are from the Near East! That way they won't suspect that we are lazy."

  15. #55
    Hydra
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Izzy
    Quote Originally Posted by Gilthas
    Quote Originally Posted by JMunin
    Quote Originally Posted by Not Kuno
    Letting them to go the past is ok, but not letting them in campaign is pretty awesome.
    Implies that they haven't chosen sides, which would make a bit of interesting story, if SE decided to rationalize why.
    It doesn't imply anything like that. If anything, it simply implies that SE just didn't bother with it.
    Exactly what I was thinking. Don't expect FFXI to ever get THAT deep.
    Obviously SE isn't going to bother to explain why fellows aren't allowed into campaign, since we all know the reason: lag central. None of us want them there. But for my mind to make sense of it, I will now recognize that all fellows are either deserters or actively aiding the beastmen, which is much more interesting then merely saying that won't be allowed in campaign for lag reasons.

    On record, I didn't expect SE to be deep. But one hopes, occasionally.

  16. #56
    ٩๏̯͡๏)۶

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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Sonomaa
    I am betting that the reason they arent in toau is because weve posted so much shit as to why it would really fuck things up here, wotg is a wasteland in comparison, this will get people in there.

    Ya, that's the only reason I think they're letting people skip ToaU and go to Wings, since wings = emptyness.

    They should have made a big incentive to getting all 9 maws, kinda like doing the annoying salaheem sentinel quest in the 3 cities gives you access to a warp. Still many people I know without WotG even, and it hasn't made a difference in gameplay to those people who have it, lol.

    Oh man, Bonanza moogles should so be in Bastok[S] Windurst[S] Sandoria[S].

  17. #57
    Very Sexy Nerd
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by Loziel
    Colibri camp is annoying enough when there is more than 2 parties wanting to xp there.... imagine now if you have a bunch of people there all solo xping with their npcs. I think we are better off not seeing fellows in the East untill there are some comparible xp camps added to the game.
    Would it really matter? People already skill up/"exp" on Colibris anyway, or at least they did a few months ago.

    loldrgs

  18. #58
    Strider/Doom/Cyclops
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    Quote Originally Posted by JMunin
    Obviously SE isn't going to bother to explain why fellows aren't allowed into campaign, since we all know the reason: lag central. None of us want them there.
    Speak for yourself.

    Personally, the ability to bring a cure-box to Campaign with me would be a bonus in my eyes. And given the popularity of solo/low-man Campaigning, I fail to see how allowing people to make use of their NPCs (preferably with NPCs gaining exp, too) would be a bad thing.

    More lag? BFD. It's not like Besieged, or desirable exp camps; there are plenty of Campaign areas to go around.

  19. #59
    BG Content
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    title image missing from OP

    http://www.playonline.com/pcd/topics.../3170/3170.jpg

    worthless, yet meh, whatever

  20. #60
    Banned.
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    Re: Adjustment and Additions to Fellows (05/15/2008)

    It seems kind of obvious that "personality" is referring to the multiple sets of dialog for NPCs and not the jobs you can choose from.

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