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Old 05-10-2007, 03:56 AM   #16
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Re: Will S-E ever relax the level requirement on Outposts?

Well, as a high level going back multiple times to level a subjob/alterenate job:

Starting from WhiteGate:

Trade silver piece to annoying taru, warp to nation of allegiance
Grab a Warp Scroll and OP warp to Valkurm
Set Home Point there
Go up to the Crag and grab a chocobo
Go to Sand'Oria, switch jobs
Use Warp Scroll

Only takes about 10-15 minutes and anyone with a lvl 25 thf can make the journey a little bit quicker. Even with my limited play time of about 2 hours each login that is not that much time spent to get to an exp camp.

You could, and many have, made the arguement that setting your HP in Valkurm is inefficient for your endgame activities, but that is the way it is. Either you set your HP where you are exping or you have to chance getting kicked from the party or else having them wait a long time for you if/when you die. If that is so much of a problem, drag a whm or rdm kicking and screaming with you to raise you when you die.
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Old 05-10-2007, 04:11 AM   #17
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Re: Will S-E ever relax the level requirement on Outposts?

I leave Valkurm @16. How does OP warping help me?

I leave Qufim @24. How does OP warping help me?

the Cape Terrigan OP is right next to Kuftal tunnel. It'd be great to use it to get to Robber Crabs when I'm 52. But if I recall right, it's 60 to use.

Granted, almost all the OPs are superb now that I'm of-a-level to use them all when on WAR. For instance, since I lack a tav ring, Qufim makes for a superb ride to Tavnazia.


However, walking sucks. I vote to lower the amount that I walk whenever possible. Call it laziness; I'll call it "I don't ever get anything done in this game because i don't want to take the hour just to get ready and get prepared." Let alone time for the event itself.
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Old 05-10-2007, 05:52 AM   #18
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Re: Will S-E ever relax the level requirement on Outposts?

and also if you could warp directly to you exp area y just turn into Star ocean i think its name is if not well it is a game like it tho but i rather walk i can kill random things on the way there and plus im gonna go for it a little bc it would make life a bit easier not haveing to walk but it would be only useful for what 1 maybe 2 levels b4 you go on to the next level area and y not while your at it just give(buy) us a ring that brings up a menu to select where you want to go and such i would like them to add a outpost in those hard to reach areas
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Old 05-10-2007, 07:05 AM   #19
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Re: Will S-E ever relax the level requirement on Outposts?

Well there's one idea, allow people to set warp "Markers", and warp to them. Of course, SE wants travelling in FFXI to be slow as hell, but it's a good concept.
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Old 05-10-2007, 07:11 AM   #20
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Re: Will S-E ever relax the level requirement on Outposts?

Personally, the only outposts I'd ever want to change the lvl of access to are the starting city outposts. I see no reason for you to be lvl 20 to warp to and from a starting area. A lvl 10 limit would be more then suitable for those three zones.
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Old 05-10-2007, 09:35 AM   #21
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Re: Will S-E ever relax the level requirement on Outposts?

Quote:
I leave Valkurm @16. How does OP warping help me?
OP warp to valkurm as warrior, set HP, go to town change jobs and grab a warp scroll to get back, that's how it helps you.

Qufim is rediculously easy to get to, and has no need of a OP warp change, while the Altepa OP warp is a what, 5 minute run at most from Rabao where you can change your job if you want and grab a chocobo.

You leave Valkurm at 16 for Korroloka Tunnel I presume, if that is the case you are an exception, there can be 10+ parties all trying to exp off of crabs and I can't even get people to consider going somewhere else, be it Korroloka, Buburimu, or heck exping off of another mob in the same zone.
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Old 05-10-2007, 09:40 AM   #22
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Re: Will S-E ever relax the level requirement on Outposts?

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Well there's one idea, allow people to set warp "Markers", and warp to them. Of course, SE wants travelling in FFXI to be slow as hell, but it's a good concept.
Good concepts are thrown out the window by SE.

"Yeah sure they can get great exp......but!"
"Yeah lets make these cool abilities.....but!"
"Yeah only this level range can fight these mobs.....but!"

It is always a but to SE, even if they bring something great to the game.
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Old 05-10-2007, 09:47 AM   #23
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Re: Will S-E ever relax the level requirement on Outposts?

Oh, i'm sure if something like I suggested was ever implemented by SE, it would have at least a 24 hour time between warps, possibly 72 hour, oh, did I mention it takes away EXP?
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Old 05-10-2007, 09:55 AM   #24
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Re: Will S-E ever relax the level requirement on Outposts?

Why does everyone walk from a city when walking to the dunes?

I pay the warp taru in Aht urghan, warp to Jeuno, Grab warp scroll, reraise scroll, gear/food and get a Teleport-Dem. Provided I have my gear setup already, I can get from my home point (Aht Urghan) to a party in the dunes in less than 5 minutes.

I refuse to set my HP in the dunes, not for it's inconvience to later events, but because I did once and forgot. I later blood warped on a level 1 job and ended up in the dunes. So I no longer do that. But even if I die in a dunes party, i'm less than 5 minutes away, which would be the time for weakness or time waiting after a death in a typical party anyways.

I've leveled 14 jobs through the dunes going this route, and I find it to be the most effective system that works for me. The only reason I would ever warp back to Windy is to check on my chocobo or grab something from storage. Even if I was from one of the "closer" nations, I certainly don't want to walk/chocobo from Sandy or Bastok to the dunes.
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Old 05-10-2007, 09:56 AM   #25
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Re: Will S-E ever relax the level requirement on Outposts?

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Originally Posted by Feba View Post
Oh, i'm sure if something like I suggested was ever implemented by SE, it would have at least a 24 hour time between warps, possibly 72 hour, oh, did I mention it takes away EXP?
You'd have to farm 10 items that only drop on Lightsday on a full moon between 00.00-00.10am from a contested mob in a zone with a level cap of 4 (no provoke) as well.
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Old 05-10-2007, 07:58 PM   #26
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Re: Will S-E ever relax the level requirement on Outposts?

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You'd have to farm 10 items that only drop on Lightsday on a full moon between 00.00-00.10am from a contested mob in a zone with a level cap of 4 (no provoke) as well.
Don't forget; the item only has 5 charges and must be replaced.
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Old 05-10-2007, 09:29 PM   #27
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Re: Will S-E ever relax the level requirement on Outposts?

Try to pty with someone with an additional character who may help (D2, Raise, or Tele?). Nice if at least two players in the pty (you and one other) have those sorts of things as well (guess I'll level that Taru WHM mule^^).

I see the idea of the RMTer getting in on a level reduction - especially with the recent (and ongoing) terminations of their accounts. But yeah, reduce it with a quest that is doable from a higher level job.

I confess that I enjoy running through the Highlands, myself. But - when you must run - see if you can find someone who's going your way. Maybe help that new player get to the Dunes? Preferably b4 they leave the city ^~

/ramble on

With with so much of the teamwork that the game requires that might be another reason for SE not allowing "everywhere-warp."

I think of a movie ( called "The Air Up There." ) where a college basketball coach struggles to recruit a African prince. At a point where people of the village were fetching water he asked why they didn't just build a pipeline to do it. He was told something along the lines that (then) they wouldn't have something to do while they all talked with eachother.

/ramlbe off
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Old 05-11-2007, 06:41 AM   #28
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Re: Will S-E ever relax the level requirement on Outposts?

I don't see this as a big help to RMT though. When RMT level, they tend to "under hunt". I've seen RMT parties taking on Soldier Crawlers in Crawlers Nest well past the level when normal players have moved on to the next camp. Those RMT exp parties are probably being played by one or two people at most, so fighting easier mobs is probably what they prefer. While most players leave Valkurm around level 19 or 20, RMTs will probably grind it out there for a while longer. Same with Qufim.

Besides, travel time isn't a big issue for their exp'ing anyways. Those RMT parties tend to stay out at their exp camp for a really, really long time.
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