View Full Version : Will S-E ever relax the level requirement on Outposts?
Grizzlebeard
05-07-2007, 05:42 AM
I'll keep it short.
Outposts are a great travelling idea and the restrictions placed on them other than level requirement are totally acceptable. The biggest issue I had four years ago and still have now is that the outposts in any particular region only begin to be useful once you've hit the highest end of the level range for the zone. For example, the Dunes outpost doesn't work till 20th level, the level most people have already long left that area, other than people running to Gustav or the Tav teleport. The same goes for Qifim Island, the teleport only becomes usable at 25th, by which time 99% of people have headed over to Kazham.
I'd like to see a five level reduction in the level requirement for all outposts in the game. That way you still ensure there is some level of safety margin there stopping level ten people accidentally ending up in Cape Terrigan, although, it'd teach them a fast and painful lesson in concentration.
Shadowneko
05-09-2007, 11:20 AM
Well I'm not sure...I mean lowing the level requirements or getting rid of them could help RMTs get around faster. I think it's just fine the way it is ^^
Mhurron
05-09-2007, 11:29 AM
Just once, stop even thinking about RMT and think about what makes sense.
Everything you do in the game, a RMT player can, perhaps we should just shut the game down, that'll screw up FFXI RMT players.
Just once, stop even thinking about RMT and think about what makes sense.
Everything you do in the game, a RMT player can, perhaps we should just shut the game down, that'll screw up FFXI RMT players.
Lmao....
IfritnoItazura
05-09-2007, 12:19 PM
Hmm. It would be nice to have quest to lower/remove level restriction on outpost warps.
Give us story along with an outpost warp upgrade. ^_^
* * *
Of course, it'd hurt tele-taxi'ing further... meh. It'd be nice to get a "direct to outpost" spell, for outposts under nation control (of both teleporter and teleportee). I can use a revival of the teleport business...
Hmm. It would be nice to have quest to lower/remove level restriction on outpost warps.
Give us story along with an outpost warp upgrade. ^_^
* * *
Of course, it'd hurt tele-taxi'ing further... meh. It'd be nice to get a "direct to outpost" spell, for outposts under nation control (of both teleporter and teleportee). I can use a revival of the teleport business...
There is a ring for that, but you need to be in the region already.
You ever think that maybe the reason those levels are set at that is because that's when SE wants us leveling there? It's a well known fact that players are, for the most part, more dedicated, powerful, and efficient than SE planned for us to be.
Grizzlebeard
05-09-2007, 02:47 PM
You ever think that maybe the reason those levels are set at that is because that's when SE wants us leveling there? It's a well known fact that players are, for the most part, more dedicated, powerful, and efficient than SE planned for us to be.
This may be true, however, the level restrictions haven't been a true reflection of the experience range in the appropriate zones for almost four years. A relaxation on the requirement simply makes it easier for people who have already made the journey once to get to these zones faster in future. Faster travel to exp camps gives people with a smaller timeframe that much more time to focus on what's important, namely levelling. Being forced to repeat the same journey from Bastok to the Dunes multiple times for multiple jobs is frankly just tedious.
Lmnop
05-09-2007, 05:06 PM
multiple jobs
The kicker. You got my vote.
Eohmer
05-09-2007, 05:25 PM
A relaxation on the requirement simply makes it easier for people who have already made the journey once to get to these zones faster in future.
It's already easy enough to get from place to place already. There wouldn't be any challenge at all then.
Example: Valkurm Dunes. You can already ride a Chocobo from town at lvl 16 to get to the zone.
KingOfZeal
05-09-2007, 06:05 PM
I thought it was 15 from a city. But, generally speaking, you would probably have had to been through the dune by that time anyway, as you have to be 20+ to get the choco license (unless the choco pass, which shouldn't be mistake for the choco ticket, gives that exemption -- I can't remember).
Either way, I personally don't see it as much of a problem as some here would make it out to be. The one thing I liked about the OPs was that, when you were done with that zone you could warp back (Dunes @20, Qufim @25, which is the generally accepted limit for those zones, or at least they were). Since you could theoretically do all those on your first trip there (all you need is your city to control the zone, and then talk to the zone guard, not necessarily the OP guard), it would take care of your return trip every time.
MisterCookie
05-09-2007, 06:51 PM
It's already easy enough to get from place to place already. There wouldn't be any challenge at all then.
I don't think its the difficulty, its the time required. The walk to these places is easy enough, but on foot from, say, Selbina to Sandy is still a twenty minute walk. Warping would make everything so much faster.
Eohmer
05-09-2007, 07:02 PM
Warping would make everything so much faster.
Instant Warp Scrolls >.<
Alshandra
05-09-2007, 07:58 PM
I think that was the idea, they didn't want to make it too easy for people.
If you could just warp to the dunes any time at any level from say, Sand'Oria, that would take all the *fun* and the whole learning to not get aggro every two minutes out in the field as you travel there through La Theine Plateau. Once you learn how to avoid monsters, you'll be able to stay alive in the future. Making things really easy takes the fun out of the challenge. See: Powerlevellers and Why This is Bad for You. It not only makes the game less fun, but it means that you dont learn the essential skills (ie: avoiding aggro) that you need in the future.
I see that once you've done this initial trek, that it can be inconvenient, but once you are the right level you get the instant outpost warp service anyway. I'm of the opinion that it should stay the way it is.
In relation to the level restriction, I see it as a reward for having attained level 20 in Valkurm dunes and level 25 in Qufim Island. Yes, it can get annoying to have to walk to/through the zone to go exp, but I'm strange and find it fun to work for things.
Look at it as a reward for all your hard work :)
Malacite
05-09-2007, 09:57 PM
If you could just warp to the dunes any time at any level from say, Sand'Oria, that would take all the *fun* and the whole learning to not get aggro every two minutes out in the field as you travel there through La Theine Plateau.
Not really, seeing as you still have to physically journey out there on an outpost run first.
Vyuru
05-10-2007, 03:56 AM
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.
Lmnop
05-10-2007, 04:11 AM
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.
Darkages
05-10-2007, 05:52 AM
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
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.
Ziero
05-10-2007, 07:11 AM
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.
Vyuru
05-10-2007, 09:35 AM
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.
John Doe III
05-10-2007, 09:40 AM
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.
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?
Necropolis
05-10-2007, 09:55 AM
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.
Grizzlebeard
05-10-2007, 09:56 AM
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.
MisterCookie
05-10-2007, 07:58 PM
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.
Achaicus
05-10-2007, 09:29 PM
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
LyonheartLakshmi
05-11-2007, 06:41 AM
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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