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New Equipment (2008/02/19)

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  • #46
    Re: New Equipment (2008/02/19)

    I don't know why anybody would even want a Claustrum, really. If SCH gets a relic I'd like it to be something actually worthwhile.

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    • #47
      Re: New Equipment (2008/02/19)

      Originally posted by Onionsoilder View Post
      Some Far Eastern objects appear in the use of many Crystal War Era parts of WoTG:

      [ ... ]
      2) Burdok Roots harvestable in Grauberg[s] and West Sarutabaruta[s].
      3) Colobri in East Ronfaure[s]
      [ ... ]
      Strictly speaking, Burdock has a long history in Europe as well, though the root seems to be particularly favored by the Japanese people. Colibri seems to be mostly species of hummingbirds found in Central and South America. (In game, Colibri was introduced with Aht Urhgan, which is a mixture of Middle East and maybe India? Definitely not Far East, either way.)
      Bamboo shadows sweep the stars,
      yet not a mote of dust is stirred;
      Moonlight pierces the depths of the pond,
      leaving no trace in the water.

      - Mugaku

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      • #48
        Re: New Equipment (2008/02/19)

        Question; if Colibri are in Ronfaure now, are raptors in Gustaburg? I remember a promo video for FFXI a long time ago that showed raptors running around what was clearly some form of Gustaberg, would be neat if SE brought that back.


        Also still waiting to see gobbue eat smaller creatures. You did it in FFXII, SE...

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        • #49
          Re: New Equipment (2008/02/19)

          I could have been South Gustaberg, they seem to have placed Wivre mobs in North Gustaberg, which are the only ToA mobs in the Gustaberg region. Grauberg, which connects to North Gustaberg (S), also has the Wivres and also chigoes (ugh) one CoP mob is recycled there as well - the Hippogryph.

          Also mob interaction didn't pan out for FFXI, the idea was shelved and salvaged in FFXII, to my knowledge.

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          • #50
            Re: New Equipment (2008/02/19)

            What do you mean by mob interaction?

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            • #51
              Re: New Equipment (2008/02/19)

              Long ago before FFXI was actually released there was a preview video showing mobs interacting with one another rather than just kinda coexist as they do now in the game. Goobuues would persue and eat mandragoras and things of that nature.

              For whatever reason, it didn't make the cut in FFXI and the developers had some explaination for it that I can't recall.

              Fast Forward to FFXII, you had instances where mobs of certain types would attack or kill each other. One of the earliest examples in that game is when you exit Rabanastre and fight wolves, the Tyrannasarus mobs there were non-agressive to humans, but they hate wolves and kill them. And you could swing this fact to your advantage, you could fight the wolves near the Tyrannasarus and he'd help you kill them.

              There were bunny mobs that were actually friendly monsters that would cast protect on you. This aspect now has crossed over into FFXI with the Pixie and Sprite mobs which actually help you, but the instance of mobs fighting and killing each other has not, save for some instances like the Lamia No. 13 assault.

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              • #52
                Re: New Equipment (2008/02/19)

                Well, and Besieged, Campaign, Garrison and about a half dozen mission fights. But not in the same way it works in FFXII - I guess they didn't want to allow exploits like plugging the mandy when the goob is one hit away from finishing it off (more or less like what you describe for FFXII wolves, although from what I remember, FFXII wolves were so weak there'd really be no point.)
                Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses
                RDM90, PLD90, DRG90, COR90, SCH90, BLU54
                All Nations Rank 10, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 4 WS), Medal of Altana, WotG Mission 15, 1/3 Addons Complete, 9/9 Abyssea Main Quests, 6/6 Caturae

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                • #53
                  Re: New Equipment (2008/02/19)

                  NPCs fighting monsters and monsters in the field moving dynamically and interacting with each other are completely different things.

                  I don't think people exploiting it would be a problem, they could just remove the EXP bonuses (like if a monster is attacked by a higher level player and left unclaimed with low HP). Plus, the video has a gobbue downright *eating* the mandragora, so there wouldn't really be anything left low on health.

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                  • #54
                    Re: New Equipment (2008/02/19)

                    Originally posted by Guernica View Post
                    Normally the new equipements are for what level? Do they only update the game for HIGH LEVEL characters?
                    That trend doesn't bother me so much. If SE added something nice and sparkly that was only level 10, chances are you would out grow it in a few levels anyway. If a new item is worth obtaining, I also want it to be worth keeping and using for a good long time to come.

                    Adding gear to benefit the new jobs at various levels would make sense, if there are stretches where the selection is crap. COR has been out for a while, but I decided to play around with it this past week. That's when I realized that COR weapon choices early on is very weak. My best choice for a main handed weapon came down to either an Onion Sword or a Bronze Knife +1. COR can't even equip a gun until lvl 15 (though COR can equip bronze bullets at level 1).
                    Lyonheart
                    lvl 75 WAR, 75 BST, 75 BLM, 75 NIN, 47 SCH
                    Cooking 100.0+3+3, Culinarian's Signboard, Raw Fish Handling, Noodle Kneading, Patissier
                    Fishing 60

                    Lakiskline
                    Bonecrafting 100.0+3+3,
                    Leather 60+2, Woodworking 60, Alchemy 60
                    Smithing 60, Clothcraft 55, Goldsmithing 54.1, Cooking 11
                    Boneworker's Signboard, Bone Purification, Bone Ensorcellment, Filing, Lumberjack, Chainwork

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                    • #55
                      Re: New Equipment (2008/02/19)

                      I would like to see more variable equipment like the CoP Rings. Stuff that can be obtained by say, purchasing with allied notes(Something players of all levels can do, though it will still be easier for high-level players) that starts at level 50 but is still useful at 75 due to variable stats.
                      Originally posted by Ellipses
                      Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
                      Originally posted by MCLV
                      A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
                      More Sig:

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                      • #56
                        Re: New Equipment (2008/02/19)

                        Didn't check this topic in a few days, so I have a lot of quotes I wanna reply too!

                        Originally posted by Omgwtfbbqkitten View Post
                        Keep in mind SE fell behind on getting ToA content out there on the timeline the originally planned, some of the aspects of ToA never came to be or got shelved because they ran out of time to do them. There's probably not only some gear left over and still waiting to get out into the game, but also content as well.

                        While ToA didn't leave much of a cliffhanger storywise, there still remains some unfinished business there and I feel ToA's content isn't entirely over with yet.
                        While I won't disagree that some content was left unfinished, infact I can name a very specific content concept that was intentionally started but not completed, I doubt extra armor would be something that they would intentionally delay.

                        Originally posted by Karinya View Post
                        Which they may very well do; isn't the Iron Ram armor basically Iron Musketeer's with new stats, and the Cobra Unit armor Tactician Magician with new stats? (I forget what the Sandorian one is.)
                        I.R. mail is Sandy Royal Squire stuff, 4th Div Plate is Bastokan I.M. gear and the Cobra set is Windy T.M. gear. That I really don't have a problem with as it's continuing the concept from 'modern' Conquest of equiping a nation's troops in their official armor and uniforms. The stats are okayish on some, but most of it isn't worth the AN to buy it.

                        Originally posted by Onionsoilder View Post
                        Not everything in the past is the same though. Some Far Eastern objects appear in the use of many Crystal War Era parts of WoTG:

                        1) That commander of the San D' Orian Red Rose Knights. She uses a Great Katana.
                        2) Burdok Roots harvestable in Grauberg[S] and West Sarutabaruta[S].
                        3) Colobri in East Ronfaure[S]
                        4) Refrences to Mithran Mercinaries from the Far East in Windurst.
                        The Far East had relations with the Mainlands for a long time, infact many Bastokan soldiers are Ninja, with Kurt(one of the Musketeer Commanders) even spamming Shuriken and wearing the AF Mask. It's the near east that had nothing to do with the war. Blus, Cors and Pups were no where around at the time and their influence on the war was minimal at best. Thus armor based on the Near Eastern garb would be rare for people at that time.

                        Originally posted by Omgwtfbbqkitten View Post
                        I still think that's a ways off, seeing as there really isn't any WotG endgame stuff yet and there really isn't reason to add it in yet.
                        The new Relic weapons will be from Nyzul Isle, infact SE stated that they would be trying to add them in. There was, before WotG launched, one weapon for each class totalling 18 new Relics...and I'm getting the feeling that's what those weapons pictured are.

                        Originally posted by Onionsoilder View Post
                        I highly doubt SE will make a Scholar-Specific Relic Weapon because they hardly melee at all in the first place, and DNC could use Mandau or Sparti(?). If anything, I would expect SE to add a BLU/COR/DNC Scimitar-type Relic, a COR relic Hexagun, and a DNC/THF/RNG Dagger, maybe add Calaustrum to Scholar.
                        Brds hardly melee and they can use Mandau, Blm and Smn never melee and they get the (lol)Claustrum. Why would Sch be left out because they don't melee?

                        And this isn't even considering the *new* Relic weapons, of which there are 18, one to match every pre-wotg job. It wouldn't surprise me to see two more added to the list.

                        Originally posted by Onionsoilder View Post
                        I guess you got me there. Still, Yoichinoyumi isn't SAM-exclusive. RNG can use it also, and, given that there is already a relic hammer and staff, Scholar could be given one of those instead of making a brand new one.
                        Hammers are, by design, a Whm only weapon class. Despite being a 'Club' skill, it's still a Hammer class. Much like lances are Drg only and how Rdm can't use Kukri type daggers.

                        Originally posted by Omgwtfbbqkitten View Post
                        Long ago before FFXI was actually released there was a preview video showing mobs interacting with one another rather than just kinda coexist as they do now in the game. Goobuues would persue and eat mandragoras and things of that nature.

                        For whatever reason, it didn't make the cut in FFXI and the developers had some explaination for it that I can't recall.
                        I believe they were worried that players on their own would have too few monsters to kill if the big ones went around eating things. They originally planned FFXI to have a very 'realism' ecosystem, where predators ate their prey, but they decided that at the end, it would only leave big monsters out and players couldn't level on the weaker ones. Still, it would be cool if some NMs or super big mobs decided to gobble up some of the smaller things around it.

                        Also of note is another attempt at an ecosystem by SE in WotG, where it seems the more you kill certain mobs, the less of them that will respawn. I noticed this mainly in Gustaberg. My first trip through there, the place was *packed* with Wivre and Spiders. Now, they've been farmed so much, that there's all of 2-3 wivres up at a time and Spiders are few and far between. Pixies share a similar fate in that the more you kill the less that will respawn, in addition to their reduction of cures and raises. There are rumors that Ladybugs share a similar hate system.

                        Personally, I love the attempts at creating a living ecosystem in this game, and hope they expand on those systems into all parts of the game. Though maybe not as extreme a a Goobbue randomly swallowing any Mandy it comes across, but some sort of behavioral system for mobs that extends across the game to give them a bit more life.

                        Also, on topic:

                        10 gil says those are the Nyzul Relic Weapons.
                        "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                        • #57
                          Re: New Equipment (2008/02/19)

                          Each of the 18 jobs has access to one relic weapon, but there are only 14 Relic Weapons, 16 including Gjallarhorn and Aegis. BRD, BLM, and SMN have a "B-" at lowest for each of their relic weapons. Like BBQ pointed out, SAM get access to the Relic Bow at "C+", but they also share that relic with RNG, as I said, I see no reason why Scholar should get a brand new staff or club when Claustrum would work perfectly fine.

                          Also, something just came to mind: Because SCH and DNC are both WoTG jobs, and relics were first wielded in the Crystal War, you may notice that each relic already exists, being used by a freelance or commander. Because there are no two unidentified weapons being used by these NPCs, it can be concluded that only 14 Relic Weapons exist on the mainland, and DNC and SCH will get access to one of these.

                          As for ToAU Relics... Those better as hell not be them. For one, two of the weapons look exactly the same as existing weapons, while the other is a reskinned Hexagun. The Hexagun MIGHT be a relic, but the other two certainly are not. For several good reasons at that:

                          1) As I said. Looks teh same as existing equipment.
                          2) No ToAU Jobs use Great Axes.
                          3) Why add in a boring relic dagger for BLU, who like using swords, and PUP, who like going H2H? It will never be used. Ever.
                          Originally posted by Ellipses
                          Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
                          Originally posted by MCLV
                          A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
                          More Sig:

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                          • #58
                            Re: New Equipment (2008/02/19)

                            but they decided that at the end, it would only leave big monsters out and players couldn't level on the weaker ones.
                            That sounds like extremely poor engineering on SE's part.


                            Then again, given the rest of FFXI's programming...

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                            • #59
                              Re: New Equipment (2008/02/19)

                              but they decided that at the end, it would only leave big monsters out and players couldn't level on the weaker ones.
                              The original plan was to have both groups of monsters seperated from each other, and have linking monsters team up against their attacking counterparts. So when a Goobue would eat one Mandragora, ten more would like and start beating up on it.
                              Originally posted by Ellipses
                              Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
                              Originally posted by MCLV
                              A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
                              More Sig:

                              Comment


                              • #60
                                Re: New Equipment (2008/02/19)

                                Plus, the video has a gobbue downright *eating* the mandragora, so there wouldn't really be anything left low on health.
                                We do kind of have that in the past. The Raffle-whatever will charm insects when they use Sweet Scent (I think it's called) and then can use Cannabalise (sp?) to eat them and restore health.

                                But yeah, more mob to mob interaction would be nice. I'd like to see some undead vs beastmen action at the least.


                                You have the right to remain silent, anything you say can and will be misqouted and then used against you.

                                I don't have a big ego, it just has a large mouth.

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