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Experience Spots: Levels 10-30

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  • Experience Spots: Levels 10-30

    Q. Since NA release, the majority of the playerbase has followed the same basic pattern from levels 10 to 30:

    Valkurm Dunes --> Qufim Island --> Yuhtunga Jungle --> Yhoator Jungle

    With very few deviations from the pattern; while places like Maze of Shakhrami and Koroloka Tunnel have been options for levelling, few people make use of them, preferring the Dunes or Qufim to level in.

    The reasons for this pattern are easy to see. They are:

    A) Close to a town, and therefore a home point (as well as an escape route),
    B) Have numerous camping locations, with lots of level-appropriate monsters to slay,
    C) Have no incredibly hard, aggressive monsters and other serious threats (Walking Trees in Jugner, Malboros in Pashow, etc.), and
    D) Access to important quest items (namely, the sub-job quest)

    As a result, people overcrowd these spots, slowing down the amount of experience gained to a crawl and making things difficult for everybody in the area. Meanwhile, spots like Jugner Forest and Pashow Marshlands go unused, and remain sparsely populated, save for the occassional game of Ballista or farmers in the area.

    Therefore, I have to ask: Are there any plans to revamp under-utilized areas to make them more appealing to experience parties, such as moving certain dangerous mobs to specific areas of the map (such as moving Malboro spawns to the northern half of Pashow), or toning their difficulty down to make exping off of them more viable?

  • #2
    Re: Experience Spots: Levels 10-30

    Good question, one of which I'd like to see an answer to. However, do you honestly believe anyone levels in the dunes because it looks good or has good mobs? Hmmm.

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    • #3
      Re: Experience Spots: Levels 10-30

      people level in the dunes because people level in the dunes. people are drawn there because of it's popularity. it's basically a neverending cycle.

      Really, there's TONS of other good places to EXP at that level, it's just no one uses them. And SE can't change that, just like they can't change the stigma of DRG or PLD sucking, even after buffing them.

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      • #4
        Re: Experience Spots: Levels 10-30

        Personally, I think this question answers itself.

        These areas are already more appealing because there is no competition for camps, and it's part of the adventure just getting to the camp.

        Are there frustrations with dieing while walking some place on foot? Yes, but when you factor in the pros, often times it's well worth the hike. I've spent 30 to 45 minutes getting a party to camp before to find that it was empty, offering us unlimited mobs to kill (Or so it seemed due to repops and our killing speed) and we raked in 10k EXP an hour for 4 hours. So it's seclusion is what makes it appealing.

        For me, the problem with these camps is that you don't always know what the level range for mobs there are. You have to rely upon friends to give you a heads up, or follow Campsitarus to find a good spot. One suggestion would support would be a Square-Enix Beastiary.
        Odude
        PS2 Beta tester - Cactaur - Rank 4
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        Lakshmi: Windurst Rank 10 - Zilart, CoP, ToAU COMPLETE - WotG
        SAM90 - DRK90 - MNK90 - WAR90 - RNG90 - BST90 - RDM83 - NIN50 - THF46 - DRG42 - BLM40 - PUP23 - WHM20 - PLD13 - BRD13 - BLU10 - SCH10 - DNC7 - COR5 - SMN1

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        • #5
          Re: Experience Spots: Levels 10-30

          Seriously, this isn't a game design issue. It's a problem with the community. There have been great leveling spots all over the map since the very beginning. SE could add alternate EXP zones until the end of time, and people are still going to flock to Valkurm.

          The only possible way to change things would be to install a Nomad Moogle or something at a less popular leveling spot, but I don't see that happening.

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