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The Version Update Has Arrived! (05/10/2011)

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  • Re: The Version Update Has Arrived! (05/10/2011)

    So I went to check out two of the new mobs zones.

    Zeruhn mines had quite a few mobs in the south section that conned EP to 90. They apparently totally replaced whatever was there before. None of them aggroed.

    Then I went to check out Horutoto. Seriously, WTF SE? Open the cracked wall to the caves, and right there, level 85-ish goblins, both ways. (Yes, that's higher level than Toraimorai canal, so I wonder what crap they'll put down there in a future update!) And I'm not aware of a (non-NPC) goblin that doesn't aggro. I started fighting one, but then another linked to him. Kenbishi made sure I stayed alive long enough to use a warp scroll (ahem), so I didn't check any deeper. And one group of them is right behind the cracked wall. Remember, you can't open that while invisible, so you have to time it.
    Elwynn @ Fairy Elwynbelwyn @ Sylph | PS2 PC
    99 Everything, mostly play PUP, WHM, and sometimes BST
    F13.1 W60.0 S54.1 G63.2 Cl70.0+1 L70.0 B54.0 A69.4 Co59.6

    >2012
    >not having all jobs at 99


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    • Re: The Version Update Has Arrived! (05/10/2011)

      I don't understand why they changed the mobs in those zones? As a low level, I used to enjoy leveling in those places. Less competition, for one, and a change of scenery. What exactly was the purpose? Are people going to spend more time there? They basically eliminated a couple of places that low levels used to like leveling up.

      I also heard there were aggro mobs on the way to the three mage gate. I guess SE hated the fact that people could bring mules to open it.
      sigpic
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      • Re: The Version Update Has Arrived! (05/10/2011)

        I also heard there were aggro mobs on the way to the three mage gate. I guess SE hated the fact that people could bring mules to open it.
        Hell, you can open that gate alone if you've ever done Windurst Mission 3-2. Considering SE put mobs on the way to Beaucedine too I don't think the issue was the gate but that SE hates us.

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        • Re: The Version Update Has Arrived! (05/10/2011)

          Originally posted by Aksannyi View Post
          I don't understand why they changed the mobs in those zones? As a low level, I used to enjoy leveling in those places. Less competition, for one, and a change of scenery. What exactly was the purpose? Are people going to spend more time there? They basically eliminated a couple of places that low levels used to like leveling up.

          I also heard there were aggro mobs on the way to the three mage gate. I guess SE hated the fact that people could bring mules to open it.
          Word around the water cooler is that they're planning to throw more NMs at us. I would assume that these area that are now densely populated by new high level mobs are the target spots for these supposed NMs.

          Time will tell.

          Based on their locations being restricted to small chunks of the zones, it looks like it'll wind up looking similar to places like Eldime N. where you can walk around all la-de-da... but if you fall in one of those sand pits... BOOM everything aggros to 90 POW POW POW.


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          • Re: The Version Update Has Arrived! (05/10/2011)

            Originally posted by Armando View Post
            Hell, you can open that gate alone if you've ever done Windurst Mission 3-2. Considering SE put mobs on the way to Beaucedine I don't think the issue was the gate but that SE hates us.
            Well yeah, I knew that. Both that you could open the gate yourself if you'd done the missions and that SE hates us. It just seems so stupid to mess with zones that are so rarely used anyway. What was wrong with a newbie hanging out in the mines killing worms and bats? What was wrong with a 10-15 player hanging out in the ruins killing (lower) cards, gobs, and bats?

            Are people really going to level there? Are there new NMs or something? It just doesn't make sense. There's a reason for low level zones. It's because (gasp) people are low levels! SE is on crack sometimes.
            sigpic
            ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
            ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
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            • Re: The Version Update Has Arrived! (05/10/2011)

              I think it was a way to provide non-Aby alternatives for people to get to 99.

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              • Re: The Version Update Has Arrived! (05/10/2011)

                I thought xp parties still existed. I mean, at least in theory.

                I guess SE can't really make new zones because of the PS2 thing (from what I've heard) so they think that making random camps in a bunch of zones is going to fix the xping outside Abyssea thing? Um, /doubt.
                sigpic
                ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
                ~I has a blog~~http://aksannyi.livejournal.com/~
                ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                • Re: The Version Update Has Arrived! (05/10/2011)

                  Parties can XP on FoV mobs too...and this just adds more mobs of the appropriate levels with rewards.

                  I don't think it is intended as a fix so much as an alternative. So that people without the expansions can still get to the cap if they choose.

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                  • Re: The Version Update Has Arrived! (05/10/2011)

                    Oh well I guess it would suck to xp without the expansion. I just don't understand why they chose a zone like Zeruhn, which was like, level 1-7 mobs, then SUDDENLY LEVEL 90 MOBS.

                    At least maybe a place like Kutfal or Ru'Aun or like, Terrigan or something. Some places where the mob level jump isn't so obvious and weird.
                    sigpic
                    ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~
                    ~Mama Gamer~~Quitted July 2009/Bannt October 2009~~Excellence LS~
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                    ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~




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                    • Re: The Version Update Has Arrived! (05/10/2011)

                      It definitely does seem odd. On the other hand, not a lot of folks exp in those zones anyway, so may as well, I guess. At least the ones in Zeruhn don't aggro.

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                      • Re: The Version Update Has Arrived! (05/10/2011)

                        Originally posted by Elwynn View Post
                        Then I went to check out Horutoto. Seriously, WTF SE? Open the cracked wall to the caves, and right there, level 85-ish goblins, both ways. (Yes, that's higher level than Toraimorai canal, so I wonder what crap they'll put down there in a future update!) And I'm not aware of a (non-NPC) goblin that doesn't aggro. I started fighting one, but then another linked to him. Kenbishi made sure I stayed alive long enough to use a warp scroll (ahem), so I didn't check any deeper. And one group of them is right behind the cracked wall. Remember, you can't open that while invisible, so you have to time it.
                        What the hell? Are we talking about the area I have to pass through for my rank 2 mission?
                        lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                        • Re: The Version Update Has Arrived! (05/10/2011)

                          Originally posted by Taskmage View Post
                          What the hell? Are we talking about the area I have to pass through for my rank 2 mission?
                          Yup.

                          SE really had it in for Windurst with this expansion. Aby warp NPC in Heavens Tower, level 85 gobbies ready to mug you on the way to lowbie missions. It's not like there wasn't a corner of those tunnels where they could have put those goblins that wouldn't have been along a major traffic route.

                          And then there's Ranguemont Pass, which I still haven't checked yet, but they had even less excuse to put high-level aggro along that main route, since there are so many side tunnels. And you're pretty much required to go through there to unlock northlands zone warps, right? (I suppose you could use the WoTG flower trick if you really wanted to avoid it, though.)
                          Elwynn @ Fairy Elwynbelwyn @ Sylph | PS2 PC
                          99 Everything, mostly play PUP, WHM, and sometimes BST
                          F13.1 W60.0 S54.1 G63.2 Cl70.0+1 L70.0 B54.0 A69.4 Co59.6

                          >2012
                          >not having all jobs at 99


                          Quasilumin : Examination complete. Examinee unregistered. Kuluu syndrome detected. Displays tendency towards cowardice. Report to infirmary for treatment.

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                          • Re: The Version Update Has Arrived! (05/10/2011)

                            Dangruf Wadi is MURDERTOWN.

                            What the fuck happened?!
                            Server: Midgardsormr -> Quetzalcoatl -> Valefor
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                            • Re: The Version Update Has Arrived! (05/10/2011)

                              Are they just assuming all new players will leech to 90 before attempting any of the other content? -_-
                              lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                              • Re: The Version Update Has Arrived! (05/10/2011)

                                Originally posted by Elwynn
                                It's not like there wasn't a corner of those tunnels where they could have put those goblins that wouldn't have been along a major traffic route.
                                That hidden hall on the left side of the big room that serves no purpose other than to hide a chest would've done nicely.

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