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Nomad Moogle - Selbina - *Pweeeese*

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  • #16
    Re: Nomad Moogle - Selbina - *Pweeeese*

    I agree with a lot of things here, one the Outposts for sure. Making the caps removed or lowered based on the zone, (like higher leveled ones) really would be more then nice, it would actually make them useful. North Gustaberg's Outpost anyone...? I don't think I've even used that one.

    As for Moogles, the only thing I think that really SHOULD be placed there would be the Subjob Quest NPC allowing you to pick a subjob after completing the quest. I mean really would that be so bad?

    But if a Moogle must be placed, allow it to change only your Subjob, access your Mog Safe, and maybe Mail? That would probably put a halt to any "excuses" SE could think up honestly....I hope

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    • #17
      Re: Nomad Moogle - Selbina - *Pweeeese*

      Originally posted by Linra
      As for Moogles, the only thing I think that really SHOULD be placed there would be the Subjob Quest NPC allowing you to pick a subjob after completing the quest. I mean really would that be so bad?
      There are enough people with underleveled subs as it is. 18MNK/1WHM LFP!
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      • #18
        Re: Nomad Moogle - Selbina - *Pweeeese*

        Valkurm is a rite of passage for new players. Making it easier isn't really doing anyone any favors.

        If you really want moogles near Selbina as an established player, bring some silent oil and prism powder, clear Chains of Promathia Chapter 1 and you can use the Swirling Vortex and just sneak into Tavnazian Safehold, where the nomad moogles will be happy to assist you (I've done this a few times already - it's quite effective... much faster than mucking around sneaking all the way back to a base city).


        Icemage

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        • #19
          Re: Nomad Moogle - Selbina - *Pweeeese*

          Originally posted by Aeolus
          So why are there nomad moogles in CoP areas then?
          Maybe because CoP was released after Zilart?

          Selbina and Mhaura are not outland areas, they have close ties to a main city nearby. There is no reason storywise that there should be a nomad moogle in either of those towns.
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          • #20
            Re: Nomad Moogle - Selbina - *Pweeeese*

            Ruthless people, just like the people in Rabao, making their Nomad Moogles float in the sun. Baked moogle pie...
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            • #21
              Re: Nomad Moogle - Selbina - *Pweeeese*

              Originally posted by Mhurron
              Maybe because CoP was released after Zilart?

              Selbina and Mhaura are not outland areas, they have close ties to a main city nearby. There is no reason storywise that there should be a nomad moogle in either of those towns.
              Yeah, Nomad Moogle would have little functional purpose. You got nomad moogles in Kazham and Norg have better function. In Kazham he's there because it is an outlands area, and a zone were if you end up for whatever reason getting stuck there (Not enough gil to pay for airship and HP set there) you have a method of escaping still by either grabbing junk from Mog House and selling to make the needed money for transport, changing to a higher level job if you have one and farming for anything to make the money, and so on.

              In Norg as well it has it's uses for similar reason, I mean lv. 30 quests are in there and you can't make the journey at lv. 30 without some item or help.


              Mhaura/Selbina has no need of an item or help to reach it from the starting nations, if you have the skill and ability you can run from a starting nation to Mhaura or Selbina at lv. 1 and when in the zones more recommended level you can make it there quite easily.

              Big difference when you compare to areas such as Kazham, Norg, Tavnazia Stronghold, and even cities in the ToA areas.

              At the least perhaps a change to the level requirement of the outpost is a good idea. Definatly makes Valkurm Dunes even more favored over the Peninsula since Valkurm's Outpost is just a little North of Selbina, compared to were the Peninsula's Outpost is (Which probably presents some level of counter to why to not let that Outpost warp be for under 20).
              Last edited by Macht; 07-28-2006, 07:58 AM.


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              • #22
                Re: Nomad Moogle - Selbina - *Pweeeese*

                Both Mhaura and Selbina are not meant to be towns to be filled with players.

                What annoys me is that you only say Selbina. The last thing we need is people thinking lizards are better exp than dhamels and birds. People need to start leveling in Buburimu Penisula and Maze of Shakrami, it is simply x10 more times effective.
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                • #23
                  Re: Nomad Moogle - Selbina - *Pweeeese*

                  When I'm levelling my BLM subjob and die three times in a row trying to get through Buburimu when I died ONCE on WHM, it's somewhat frustrating. I understand the rite of passage thing, but I have sympathy for the OP. Perhaps make such a moogle available to you post subjob/after you have physically, on foot, survived the journey at least once?

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                  • #24
                    Re: Nomad Moogle - Selbina - *Pweeeese*

                    If anything, they need more Bogys.
                    I second that notion.

                    As said, the journey to Selbina/Mhuara is a rite of passage. Everyone should learn how to dodge (and they need to re-learn how to dodge). I was in a party where a rank 10 got aggroed four times on the way to Valkurm. Now, I can understand once or twice.. but after four times /no. People need to keep practicing this.

                    Maybe if there was another quest from the subjob quest giver that would give you a Nomad Moogle if you have like 5 level 18 jobs. And everytime you die, your Selbina Moogle gets so upset with you, he storms out of Selbina and refuses to talk to you for 20 minutes .

                    I might go for that.
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                    • #25
                      Re: Nomad Moogle - Selbina - *Pweeeese*

                      Because I'm a really lazy person I would love to agree. But seeing as the nearest town isn't that far away I'd say not to put them in. Yes it can get annoying but we've managed so far without them.



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                      • #26
                        Re: Nomad Moogle - Selbina - *Pweeeese*

                        Originally posted by Icemage
                        Valkurm is a rite of passage for new players. Making it easier isn't really doing anyone any favors.
                        True, but with the swarms of powerlevelers infesting the place now, that ship has pretty much already sailed.

                        If they really want to restore the rite of passage feeling, they need to make all Raises not work, at all, on players under level 20 - they home point instantly as soon as they die. Then, maybe, people will learn to actually set their home point and not waste half an hour of the whole party's time whining for a raise that restores 150 exp and weakens them for an amount of time that you could have earned 500+ exp in.

                        Even that wouldn't solve the problems with parties who actually have a powerleveler thinking it makes them invulnerable and they should fight 200 exp mobs that take 15 minutes to kill, though. Against stupidity, the game designers themselves contend in vain. :/
                        If you really want moogles near Selbina as an established player, bring some silent oil and prism powder, clear Chains of Promathia Chapter 1 and you can use the Swirling Vortex and just sneak into Tavnazian Safehold, where the nomad moogles will be happy to assist you (I've done this a few times already - it's quite effective... much faster than mucking around sneaking all the way back to a base city).
                        Neat idea.

                        If you're even further along, Ducal Guard's Ring is level 1, but the limited charges make me reluctant to use it (and if you want to go back to the dunes again, it's going to take a while). You might also be able to go through a dimensional portal from Dem or Holla, take a couple auroral updrafts and come out in Sealion's Den, if you're really confident of your ability to avoid aggro.

                        Personally, I'd like to see a Federation Ring, Kingdom Ring and Republic Ring that teleport you to the corresponding city, one of those level 1, 1/1, 20:00:00 things (maybe rank 10 5000 cp like the staves; this would give a bit more incentive to actually go through all the different national missions); or introducing a new way to get the necklaces from the card collecting event would be just about as good. Getting *to* the dunes is pretty easy, especially after level 15; it's just getting back from them at the end of the night that can be a pain (if you actually did set hp there - otherwise scroll of instant warp).
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                        • #27
                          Re: Nomad Moogle - Selbina - *Pweeeese*

                          Originally posted by Karinya
                          Personally, I'd like to see a Federation Ring, Kingdom Ring and Republic Ring that teleport you to the corresponding city, one of those level 1, 1/1, 20:00:00 things (maybe rank 10 5000 cp like the staves; this would give a bit more incentive to actually go through all the different national missions); or introducing a new way to get the necklaces from the card collecting event would be just about as good. Getting *to* the dunes is pretty easy, especially after level 15; it's just getting back from them at the end of the night that can be a pain (if you actually did set hp there - otherwise scroll of instant warp).
                          Don't recall any rings like that but as far as teleports to Federation, Kingdom, and Republic the chocobo speed runs type quests give you a scroll for a 1 time teleport to those areas. Repeatable quest so you can do it over and over to get a new one each time you use them.


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                          • #28
                            Re: Nomad Moogle - Selbina - *Pweeeese*

                            I can understand people saying people should learn to set their HP, dodge, etc. But don't you think that's being a bit too strict? Not strict as in being mean, but as in ignoring what S-E has done already. They've eased the EXP requirements for leveling. They've idecreased the EXP loss on Raise. They've added buffs to increase EXP gain. They've empowered jobs to work better. Somehow S-E managed to make a TP-Burn party a reality.

                            S-E is doing things to make leveling easier and more fun. Sure people need to learn certain game mechanics, but there's no reason we can't soften the initial blow of learning such lessons.

                            Besides, there are other reasons to change your job. There have been times I've been camping VE and find some friends in need of a party member. There have been times trying to help a newer player get their subjob items and level 18 comes without getting a drop. There have been times I'm just sick and tired of n00b central and want to get in and out of there as quickly as possible, but that one bogy just won't leave us alone.

                            I say put a moogle in there, but provide circumstances that make us think seriously about changing jobs. Perhaps it wouldn't be a nomad moogle but a business moogle that moved in to make some gil. Checking your inbox is free, but taking something out costs a few gil. Checking your safe is free, but removing something costs gill too. Changing your job might not cost much to a veteran player, but a new player would have a tough decision to make, and a slightly more experienced player may think twice about the cost to change jobs AND equipment.
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                            • #29
                              Re: Nomad Moogle - Selbina - *Pweeeese*

                              Originally posted by Balodoth
                              I can understand people saying people should learn to set their HP, dodge, etc. But don't you think that's being a bit too strict? Not strict as in being mean, but as in ignoring what S-E has done already. They've eased the EXP requirements for leveling. They've idecreased the EXP loss on Raise. They've added buffs to increase EXP gain. They've empowered jobs to work better. Somehow S-E managed to make a TP-Burn party a reality.

                              S-E is doing things to make leveling easier and more fun. Sure people need to learn certain game mechanics, but there's no reason we can't soften the initial blow of learning such lessons.

                              Besides, there are other reasons to change your job. There have been times I've been camping VE and find some friends in need of a party member. There have been times trying to help a newer player get their subjob items and level 18 comes without getting a drop. There have been times I'm just sick and tired of n00b central and want to get in and out of there as quickly as possible, but that one bogy just won't leave us alone.

                              I say put a moogle in there, but provide circumstances that make us think seriously about changing jobs. Perhaps it wouldn't be a nomad moogle but a business moogle that moved in to make some gil. Checking your inbox is free, but taking something out costs a few gil. Checking your safe is free, but removing something costs gill too. Changing your job might not cost much to a veteran player, but a new player would have a tough decision to make, and a slightly more experienced player may think twice about the cost to change jobs AND equipment.
                              All those changed you mentioned really only make huge noticable effects to jobs of about 30+ before that mechanics haven't changed much at all.


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                              • #30
                                Re: Nomad Moogle - Selbina - *Pweeeese*

                                True. I was just trying to point out the general pattern as a basis for establishing the validity of a nomad moogle in Selbina and Mhaura. In addition, although the aforementioned changes have little to no effect on the 'teen level range, this would have little to no effect on the subsequent level range.

                                Saying there shouldn't be a moogle to force people to learn game mechanics is like saying people shouldn't buy high level characters online. OK, yeah, I can agree with that. But it happens. And a moogle is going to have a much smaller effect on the learning curve than the naysayers would have us believe. I already learned a good deal about avoiding mobs by the time I reached Valkurm. If I didn't know if it would aggro, I didn't take a chance to find out.
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