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  1. #161
    Ridill
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Expect something epic in part 3. If SE is actually deciding to listen to it's customers, they might actually pull something fuckin hot out of their asses.

  2. #162
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    Re: Preview of Adjustments for June Version Update (Part 2)

    I've been hearing bitching about adding Nomad Moogles since I started. It was mentioned at pretty much every Q&A they did, and Bercus asked about it more than once too. But hey, it's ok to take four fucking years for an extremely trivial change your customers are asking right?

    And if you're a PC player not using windower, I really don't know what to say. Even SE realises their interface could use improvement, windower just beats them to the punch by a year or so. Coming up next, you can now see the MP of the members of your alliance! Stay tuned.

  3. #163
    I trusted Zet and this is what happened
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    Re: Preview of Adjustments for June Version Update (Part 2)

    btw won't this make Selbina and Mharua the only zones with Nomads without AHs?

  4. #164
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    Re: Preview of Adjustments for June Version Update (Part 2)

    [quote=zoobernut]
    Quote Originally Posted by #686578
    Quote Originally Posted by zoobernut
    Quote Originally Posted by Kaslo
    Quote Originally Posted by "ronin sparthos":3tpn3lrr
    The way they have the new zones setup, they presented these areas as either alternates for 75s or altogether a new route of EXP for new players because otherwise there is absolutely no reason to touch most of the monsters in the past. ToAU was presented as 50+ content, the lower level monsters in WotG indicate to me that they desired people to use those areas as alternatives of some sort. It needs work is obvious.

    My point isnt really the fact of replacing the dunes per se since the more feasible camps in WoTG start at 21-22 with lycopodium camps in the 3 [S] areas around Jeuno which also happens to be the same level you'd first hit Jeuno anyways. That doesnt seem too much a stretch for the new player though the incentive to go there would have to be EXP bonuses like you stated or something similar. (Pixies just arent enough sadly~) The roadwork for a working alternative 18-50ish is already there, it just needs to be smoothed out and presented clearly. Most of the camps in WotG are not labor intensive to get to once you've got the ball rolling. (and the chocobos active...)

    Endgame partying is a whole other story.
    Except when you think about it, WOTG design is pretty absurd. There are great low level camps (pre-30) but to get signed up for a nation (including the walk) is worse than the jeuno walk for a low level player. If they really wanted WOTG to be inclusive of low level players they would have made the starting zones maws active from the beginning not the jeuno ones.

    Correct me if I am wrong because I have not entered the WoTG areas but from peoples descriptions it does sound like the whole expansion is backwards in the sense that in most expansions when they add new areas the ones you enter first or get to early on are lower levels and they increase in level as you venture further away. In WoTG it sounds like you enter into some high level areas right away from the Maws and there are lower level areas farther away from where you start out.
    Mismatch of correct, and a little complicated. You do indeed start out where you'll get aggro even at 75, and when you're in the zone outside of you're nation you'll find mobs you can exp on in early early levels (10 and below I believe? I never tried it below 10). However there are many zones where it's really fuckin' weird where it's more like high level mobs mixed with really low level mobs.
    Thats what I thought and it makes me feel like maybe if they reversed it or made the monster distribution make a little bit more sense in WoTG it might be more appealing?[/quote:3tpn3lrr]

    While it is true that many of the zones have huge level spans in terms of monsters, it is obvious that at least some of the camps were designed to be used by low level parties. Three Lycopodium camps with no agro anywhere around them roughly the same distance from Port Jeuno -> Qufim and without the annoying Banshees at night and a disabled Dream Flower. Colibri and Ladybug-land in Ronfaure, just outside a town. Crawlers Nest [S] is full of monsters and is again close to a town, Campaign Arbiters allow quick transport to other places with viable exp spots but yeah... until there is a decisive reason to choose the past vs the oldworld zones all this is for naught.

    The level spreads arent really the issue since most times you can just sneak/vis to the camp and avoid all the messy shit moreso why 30 Lobisons were placed in Jugner [S] along with the 35+ Virulent Peistes in the majority of lower Pashow [S]. CoP put retarded monsters like Taurus and Hippogryphs as a way of cockblocking you on your way to completing missions but now thats gone the retardedly hard monsters dont even have a significant function. Landscaping perhaps? At least Grim Glower looks badass and Asuran Claws looks shiny

    I wont deny the expansion is ass backwards in terms of enticing people to get up and explore especially coming off the popular perks of ToAU but im just trying to think what the devs were thinking when they designed the areas <.<.

    Everyone knows that adding new drops to the old HNMs, AV being beatable, along with a sweeping change to how EXP parties worked in WoTG would be enough to blow a load in the pants of players around the world - new or old players.

  5. #165
    Rainbow Dash was here,
    Applejack is a silly filly.

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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by ronin sparthos
    While it is true that many of the zones have huge level spans in terms of monsters, it is obvious that at least some of the camps were designed to be used by low level parties. Three Lycopodium camps with no agro anywhere around them roughly the same distance from Port Jeuno -> Qufim and without the annoying Banshees at night and a disabled Dream Flower. Colibri and Ladybug-land in Ronfaure, just outside a town. Crawlers Nest [S] is full of monsters and is again close to a town, Campaign Arbiters allow quick transport to other places with viable exp spots but yeah... until there is a decisive reason to choose the past vs the oldworld zones all this is for naught.

    The level spreads arent really the issue since most times you can just sneak/vis to the camp and avoid all the messy shit moreso why 30 Lobisons were placed in Jugner [S] along with the 35+ Virulent Peistes in the majority of lower Pashow [S]. CoP put retarded monsters like Taurus and Hippogryphs as a way of cockblocking you on your way to completing missions but now thats gone the retardedly hard monsters dont even have a significant function. Landscaping perhaps? At least Grim Glower looks badass and Asuran Claws looks shiny

    I wont deny the expansion is ass backwards in terms of enticing people to get up and explore especially coming off the popular perks of ToAU but im just trying to think what the devs were thinking when they designed the areas <.<.

    Everyone knows that adding new drops to the old HNMs, AV being beatable, along with a sweeping change to how EXP parties worked in WoTG would be enough to blow a load in the pants of players around the world - new or old players.
    I agree completely with just about everything said here. I had my first low level exp party in the past the otherday, and it was amazing. Got 12k/hr with anniversary ring (You can tell it was amazing even without the additional 3k/hr). It was... I'm sorry, I wish I could describe it better but I cannot, it was fucking amazing. (Lycopodium and Crabs in Batallia Downs[s] at around... I cant remember exactly right, but I want to say 26-27ish? Moved there from Lycopodium in Rollanberry[s])

  6. #166
    I'm not safe on my island
    Nikkei will still get me.

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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Tricen
    Expect something epic in part 3. If SE is actually deciding to listen to it's customers, they might actually pull something fuckin hot out of their asses.
    Problem is, they leave it up there so long it becomes cold and soggy.

  7. #167
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Kaslo
    btw won't this make Selbina and Mharua the only zones with Nomads without AHs?
    I don't think Norg has an AH?

    I've never really explored that place. Just three moogles .

  8. #168
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by terranova
    Quote Originally Posted by Kaslo
    btw won't this make Selbina and Mharua the only zones with Nomads without AHs?
    I don't think Norg has an AH?

    I've never really explored that place. Just three moogles .
    It does, too bad its the shitty Bastok AH

  9. #169
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    Re: Preview of Adjustments for June Version Update (Part 2)

    if only ffxi updates were as good as windower updates -_-

  10. #170
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    Re: Preview of Adjustments for June Version Update (Part 2)

    I saw a lot of people bitching that moogles and OPs "ruin the experience of running to VD for the first time" for a new player. I'm not sure I really understand the complaint. If it's about the moogles, how is a new player going to use them? Level to 75, go to Selbina, then change jobs into their level 13 no SJ self? If it's about OP warps being lower, how is a new player going to do the supply run to unlock the warp without first running to VD? Please, explain.

    Let's say that SE does read the forums, how does it look? They fix something and get six pages of bitching almost immediately. Doesn't that give the impression that we don't like fixes?

    And... for all the cyclopean efforts made to give people an alternative to current levelling areas in WotG, like someone said earlier, "good luck." Valkurm/Qufim/Kazham/Garlaige isn't mandatory, but it's what people do because it's what people have always done. Suggesting an alternate party spot is tantamount to heresy.

    Everything in this update is a good thing. They're going in the right direction. Yes, it would have served me better had this all been done years ago, but whatever. There are still new players, this will just make it easier for old players to help them.

    I hope the final update notice is for more mannequin poses and 30-minute Ridills.

  11. #171
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Caerith
    And... for all the cyclopean efforts made to give people an alternative to current levelling areas in WotG, like someone said earlier, "good luck." Valkurm/Qufim/Kazham/Garlaige isn't mandatory, but it's what people do because it's what people have always done. Suggesting an alternate party spot is tantamount to heresy.
    It's not really heresy, I've actually gotten parties out to WotG zones, the problem is finding people with either a) Maws, or b) Access to city warping all over the place. The unfortunate fact that WotG has only campaign as it's content isn't enough incentive to bring people who seek other outlets of fun in FFXI out, so it's kind of hard to bring people to pop maws out. (What irks me most is when people say "Area : All" in their /seacoms , I still have to ask if they have Wings zones since a lot of people write that and don't have all areas!!!)

    The easiest comparison is to the 5 staging points. Getting the staging points was part of the first mission (like wings maw / mission) but the difference was those staging points were bundled with Assault, assault points could be turned in for cash and prizes to either keep or sell, that alone is a huge incentive, but seeing how the WotG items from points are mediocre at best (when not rare/ex) there isn't too much of a reason to go get any of the maws really.

    I am really hoping the update brings mission that force maw tours ("Inspect the maws" or something) and a super awesome BCNM at the end of it that leaves peoples shorts drenched.

  12. #172
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    Re: Preview of Adjustments for June Version Update (Part 2)

    I see a lot of complaining that WotG's low-level xp camps aren't feasible for a low-level to get to- have any of you considered that they were not created with new players in mind? MAYBE they noticed that we don't like having to go through the same steps for every single job we level, and created these areas as variety for the people that have already done it all and want something new. That's how I see it anyway.

  13. #173
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Lordwafik
    It's not really heresy, I've actually gotten parties out to WotG zones, the problem is finding people with either a) Maws, or b) Access to city warping all over the place. The unfortunate fact that WotG has only campaign as it's content isn't enough incentive to bring people who seek other outlets of fun in FFXI out, so it's kind of hard to bring people to pop maws out. (What irks me most is when people say "Area : All" in their /seacoms , I still have to ask if they have Wings zones since a lot of people write that and don't have all areas!!!)

    The easiest comparison is to the 5 staging points. Getting the staging points was part of the first mission (like wings maw / mission) but the difference was those staging points were bundled with Assault, assault points could be turned in for cash and prizes to either keep or sell, that alone is a huge incentive, but seeing how the WotG items from points are mediocre at best (when not rare/ex) there isn't too much of a reason to go get any of the maws really.

    I am really hoping the update brings mission that force maw tours ("Inspect the maws" or something) and a super awesome BCNM at the end of it that leaves peoples shorts drenched.
    I mean it feels like heresy, at times, with the way people react. When there's a reason to level new jobs (the DRK rush after rune chopper got popular, the DNC/SCH rush with WotG, etc), I always see parties practically on top of each other in Valkurm and Qufim but none too willing to try new things, no matter how crappy the exp is even with 2-3 PLs. It could just be my party luck though.

    You're absolutely right about the maws. I dragged people to the Jugner one, insisting it would be really important to have them all... but with CA teleportation, who needs maws? All items currently available from points are... well, available from points that are extremely easy to get.

    Maybe having super awesome BCNMs at each maw, like early burning circles, so people would have a reason to visit them more than just once. Could be one way to introduce decent sellable gear that wouldn't immediately be trivialized by people with half a million AN.

  14. #174
    LD
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Baha
    I've been hearing bitching about adding Nomad Moogles since I started. It was mentioned at pretty much every Q&A they did, and Bercus asked about it more than once too. But hey, it's ok to take four fucking years for an extremely trivial change your customers are asking right?
    If it's extremely trivial, why have we been bitching for it for four years?


    Wafik, while Assault's greater draw definitely adds to a SP's desirability, you can't honestly say they aren't mainly used for transportation purposes for exp/quests/missions/etc. Since that's the main point of having every maw/stronghold port, there's no more of a reason not to have them than not to have all SPs. Hell, I've had to personally escort 4 people to halvung in a 48 hour period, and even without escape, it's probably the easiest one to get. While I will agree it makes less sense not to have most (if not all) of the SP, I can't say WOG's points aren't left uncompleted for the exact same reason, Laziness.

    Also, as far as Assaults themselves go, half the assholes in this game as still languishing at PSC. Even I, with my complete lack of reliable companions (at my rank, at least :x), have CS (and the only reason I haven't gotten further is because practically no one in this rank or higher does it without a static).

  15. #175
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by Tricen
    Expect something epic in part 3. If SE is actually deciding to listen to it's customers, they might actually pull something fuckin hot out of their asses.
    CHOCOBO RACING FK YEAH!

  16. #176
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Stop complaining and whining. People have asked for the Outpost(first time brought up in an Interview 2008) and Auto Sort stuff.(first time brought up in an Interview 2008)
    (I don´t care if the Windower Users can do this already, because it is not an official way to do it and
    does not work for PS2 and Xbox360 Players) Instead of complaining it should have been here 5 years ago,
    well SE couldn´t think of everything when they started the game. Be happy it is out there now, then never.
    If this VU doesn´t effect you at all, be glad.

    We also know the first Version Update Details are never WOHOOOOOOO. There is a lot more to come
    for this Version Update like always.

  17. #177
    LD
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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by spooky
    Quote Originally Posted by Tricen
    Expect something epic in part 3. If SE is actually deciding to listen to it's customers, they might actually pull something fuckin hot out of their asses.
    CHOCOBO RACING FK YEAH! :backflip:
    $5 says if they changed chocobo's the way they need to be, we'd all be praising SE's name and leveling a(nother) chick.

  18. #178
    ٩๏̯͡๏)۶

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    Re: Preview of Adjustments for June Version Update (Part 2)

    Quote Originally Posted by LD
    Quote Originally Posted by spooky
    Quote Originally Posted by Tricen
    Expect something epic in part 3. If SE is actually deciding to listen to it's customers, they might actually pull something fuckin hot out of their asses.
    CHOCOBO RACING FK YEAH!
    $5 says if they changed chocobo's the way they need to be, we'd all be praising SE's name and leveling a(nother) chick.
    Duh, me included.

  19. #179
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    Re: Preview of Adjustments for June Version Update (Part 2)

    so i came to get my daily dose of "lol" all i gotta say is better late than never.

  20. #180
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    Re: Preview of Adjustments for June Version Update (Part 2)

    And wtf is the update note talking about with 'influx of new players'?
    Maybe they mean the tons of new players with an "?" on theyre head...

    On Bahamut Dunes are packed like never before. I started to play the game on EU release, but now its for sure fuller in dunes as when i played there. Also i see everyday 10-15 people in Bastok with an New Adventurer mark on the head, so yeah, many new players are coming.

    Maybe your server is different, i dont know.

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