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  1. #1621
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    I don't see 14's world feeling as big as 11's for the simple fact that transport should be many times easier this time around (thank god), looking at the map it sure looks massive though.

    What made 11 seem so big was the time sink it took to get anywhere, I for one am glad that with Aetherite once you visit an area you won't have to trek there again.

    I'm still interested on whether they plan to have the Aetherite sickness they mentioned in one of their first interviews.

  2. #1622
    New Odin
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    Quote Originally Posted by Jollipop View Post
    I'm still interested on whether they plan to have the Aetherite sickness they mentioned in one of their first interviews.
    Probably. Aetheryte teleporting (from what I understood from what the devs said) is there for casuals (or anyone that can't play for more than an hour or two someday) and if you want to play more than that, you need to find something else to travel with.

    I'd assume that you get access to chocobo traveling pretty early on, and stuff like airships as well. I also doubt you can travel between any aetheryte but only within your current region.

  3. #1623
    Ridill
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    Can't say I care if the world's huge if there's very little to do in it. That was part of XI's problem in most cases, just too many useless zones where the only purpose to be there might be a quest or mission, and then your ass is hauling tail out. Aion kind of has a similar problem, only the worlds are small with little to do. Still scratch my head at like the entire northeast portion of Theobomos. Like 1/4 of the zone and I can't even think of more than 3 quick quests related to the area.

  4. #1624
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    Quote Originally Posted by arus2001 View Post
    Can't say I care if the world's huge if there's very little to do in it. That was part of XI's problem in most cases, just too many useless zones where the only purpose to be there might be a quest or mission, and then your ass is hauling tail out. Aion kind of has a similar problem, only the worlds are small with little to do. Still scratch my head at like the entire northeast portion of Theobomos. Like 1/4 of the zone and I can't even think of more than 3 quick quests related to the area.
    I'll take my assumptions even further and say that SE most likely will include more areas to the disc than what will be available at retail, but will open them up through updates later (like with XI). They're pretty useless if there's nothing to do in them, like you said. No point in adding them before they can implement the content related to them.

    I kind of remember SE doing it like this at the time of XI's release (they opened some zones like the northlands a bit later didn't they?).

  5. #1625
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    Quote Originally Posted by arus2001 View Post
    Can't say I care if the world's huge if there's very little to do in it. That was part of XI's problem in most cases, just too many useless zones where the only purpose to be there might be a quest or mission, and then your ass is hauling tail out. Aion kind of has a similar problem, only the worlds are small with little to do. Still scratch my head at like the entire northeast portion of Theobomos. Like 1/4 of the zone and I can't even think of more than 3 quick quests related to the area.
    To be fair, in Vanilla FF and RotZ, many of those quests were actually "important", at least until you hit 75 and it was time to spend the next 7 years of your life learning about MPKing, botting, and general injustice in Fafnir/old Sky pops.

    Had they spread out the bosses, expable mobs, or *gasp*, introduced quest-popped bosses that dropped R/EX loot similar to or slightly worse than bot gear, those zones would have been better used.

    Most quests and zones were all but dried up after an individual fully quested their AF and sky access questlines. That was probably a bad thing, looking back.

  6. #1626
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    I think a lot of new players (ToAU and after) didn't experience Vana'diel very well, before both of those expansions EXP parties used to be a lot more varied and fun.

  7. #1627
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    Quote Originally Posted by Jollipop View Post
    I think a lot of new players (ToAU and after) didn't experience Vana'diel very well, before both of those expansions EXP parties used to be a lot more varied and fun.
    Unfortunately, yes :/

  8. #1628
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    You mean crabs, crabs, pugils, mandies, mandies, beetles, crawlers, beetles, crawlers, exorays, beetles, crabs, crabs?

  9. #1629
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    Quote Originally Posted by Lucavi View Post
    You mean crabs, crabs, pugils, mandies, mandies, beetles, crawlers, beetles, crawlers, exorays, beetles, crabs, crabs?
    Quote Originally Posted by Omniyoji View Post
    Unfortunately, yes :/
    lol

    Thinking back now let's see what my party leveling up looked like

    gobs, crabs, pugils, worms, worms, crabs, pugils, gigas, mandies, gobs, gobs, bat, bats, beetles, crawlers, flies, beetles, bats, crabs, raptors, torama, dhalmels, baby kirins, tiger, cocks, imps


    Pretty bland at the beginning but more variety once I got higher level

  10. #1630
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    Quote Originally Posted by Lucavi View Post
    You mean crabs, crabs, pugils, mandies, mandies, beetles, crawlers, beetles, crawlers, exorays, beetles, crabs, crabs?
    You used to be able to add flies, dhamels, tigers, scorpions, worms, bats, skeletons, flans(?), funguar, giants, and goobue to that list.

  11. #1631
    True skill only comes from macro switching all your e-peen gear thru 10 pages
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    Quote Originally Posted by mastamind View Post
    You used to be able to add flies, dhamels, tigers, scorpions, worms, bats, skeletons, flans(?), funguar, giants, and goobue to that list.
    yay I win, crap forgot to add mandies

  12. #1632
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    You're both absolutely right, but I did the Rotz "standard" route to 60. Worms were always nice, and Dhamels and flies as well. I miss doing bats down in KRT, and goobue were fun with pallys getting silenced and raped.

    The experience was as varied as you wanted it to be, but typically people just wanted safe, quick XP that wasn't a pain to get to, which usually meant going to the ollllld places.

  13. #1633
    Sea Torques
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    meh i levelled on anything and everything. I once even exp on poroporo island in bibiki bay. People i played with were usually open to my whacky suggestions

  14. #1634
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    Forgeting the weapons and Crystal gaints in Sky, and moon, used to exp off the giant birds and Tavnazian Ram's in Lufaise Meadows which was always fun.

    Lets not forget the cats and Wyverns in lower Kuftal Tunnel, ahh good times.

  15. #1635
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    Trying to find a camp at the bottom of the waterfall in Boyahda Tree on crawlers on a Saturday night was almost impossible. There would be like 200 people in there constantly.

  16. #1636
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    We needed more incentive to exp on untraditional mobs :/

    Hopefully leves will provide that this time.

  17. #1637
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    Quote Originally Posted by Hyan View Post
    We needed more incentive to exp on untraditional mobs :/

    Hopefully leves will provide that this time.
    I hope so too, I was always willing to try out a new camp, or new mob to exp off and got some really results sometimes. (Sometimes I just got debt, but it was all fun lol)

    I'm hoping that the leve system will allow us to get exp in more variety of ways, with more varied group and job types.

  18. #1638
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    elementals/weather

    I was wondering if elementals and weather have been seen yet or are going to be in this game? I haven't seen any in the videos yet. I always kinda liked the weather stuff.

  19. #1639
    Relic Horn
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    Quote Originally Posted by Jollipop View Post
    Forgeting the weapons and Crystal gaints in Sky, and moon, used to exp off the giant birds and Tavnazian Ram's in Lufaise Meadows which was always fun.

    Lets not forget the cats and Wyverns in lower Kuftal Tunnel, ahh good times.
    Wooww lol. Going way back there. Bringing back memories of estaff tanking... spirittaker, GO.

  20. #1640
    New Spam Forum
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    Quote Originally Posted by Hyan View Post
    We needed more incentive to exp on untraditional mobs :/

    Hopefully leves will provide that this time.
    The problem was there were just a dozen more ways to open and close distortion than there was to open fusion, making water/ice weak mobs that much more attractive. The few early level fusion makers consisted almost entirely of terrible damage weaponskills and was rarely worth trying outside of skeletons and a blunt-damaging monk. Finding a warrior for fragmentation used to make leveling on kirin-mobs near the entrance to cloister of winds was a nice change.

    Maybe it was just me, but what sort of dps you got and what skillchain they could make often determined where my party went to exp, rather than some layout of zone leveling progression.

    Also, did no one level on bones in ranperre's in the early 70s? No love for skeletons. Besides the nasty aoe drain and blind, they were pretty easy to chain with monks.

    [e]
    Quote Originally Posted by Lucavi View Post
    Had they spread out the bosses, expable mobs, or *gasp*, introduced quest-popped bosses that dropped R/EX loot similar to or slightly worse than bot gear, those zones would have been better used.

    Most quests and zones were all but dried up after an individual fully quested their AF and sky access questlines. That was probably a bad thing, looking back.
    There were very few zones you couldn't just explore for the sake of exploring in vanilla and zilart. In fact, besides the obvious bcnm zones, it's just the 3 hnm spawn zones that are pretty much devoid of all else. And well, the temple of altana. Everywhere else had a quantifiable map that could be explored, exp'ed in and often had worthwhile/spectacle NMs (you mentioned AF, I thought of Oztroja first. The point is there is value in going back to explore and pillage). Some of them were in fact quite easy to get lost in. I rather appreciated that in retrospect.

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