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Old 09-03-2008, 03:55 AM   #1
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September Version Update Preview: Part Two (09/03/2008)



Adventurers of all stripes can look forward to enhancements galore in the upcoming September version update, designed to make questing in Vana'diel more gratifying than ever!
If the first preview wasn't enough to whet your appetite, today we have the latest scoop on increased experience and the Myriad Arms of Balrahn quest sequence that will at long last allow players to forge these mysterious and highly anticipated mythic weapons.

Dying to know more? Just read on!
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Originally Posted by Feba
The problem is that people continue to assume that FFXIV is nothing but an upgrade to FFXI, and are still looking at every gameplay mechanic through the lens of FFXI.
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Old 09-03-2008, 03:58 AM   #2
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Re: September Version Update Preview: Part Two (09/03/2008)

Experience Boost
Loyal readers already know that the new Level Sync system and automatic scaling-down of equipment will add a heretofore unheard-of level of freedom to party-based adventuring, but that isn't the least of it! With the new version update, there will be more experience to be had as well!

Previously, enemies classified as "easy prey" or "a decent challenge" would provide a relatively paltry amount of experience points, leaving career-minded adventurers understandably dismayed. No more, however! Vanquishing these monsters will now lead to substantially larger helpings of EXP, to better reward players for braving the challenges these still-formidable foes present.

Information on the Level Sync system and equipment scaling can be found here.

"Nyzul Isle Investigation" Gets an Overhaul
The mythic weapon and new weapon skill quests have previously (07/29/2008) been introduced in this space. Today, we'd like to bring you the latest details on these quests that have the potential to transform you into one of the most lethal adventurers in the realm.

The conditions for embarking upon the new weapon skill quests will be twofold: you must be enlisted as a mercenary in Salaheem's Sentinels, and you must be in possession of the job-specific weapon from the "Nyzul Isle Investigation" Assault mission.
The requirements for completing these quests will vary depending on how far you have progressed in Nyzul Isle, so it will behoove adventurers to be thorough in their reconnaissance of that murky labyrinth.

At the same time, an assortment of tweaks will be made to ensure that the mission goes smoothly:
  • [#1] Greatly increased chance of receiving your job-specific weapon!
    Previously, only the nastiest adversaries in the darkest, dankest reaches of Nyzul Isle (Level 100) would part with the job-specific weapons adventurers seek. Now, there is a possibility that foes on other floors will drop these weapons as well, while defeating the denizens of Level 100 will guarantee you two job-specific weapons: one randomly selected, and one matching the job of the player who operated the Rune of Transfer (the latter regardless of whether or not that player also possesses the Runic Key.)
  • [#2] Progress saved to Runic Disc to be retained!
    Previously, your recorded data would be reset upon completing Level 100 of the mission, reducing your Runic Disc to a rather expensive paperweight until such time as you begin the mission anew. No longer, however, as your progress data will now remain intact even after cleansing the Isle of its most deadly inhabitants, allowing you to return to the most challenging levels for another chance at the weapon you seek!
  • [#3] Players who have already cleared Level 100 need not fear!
    Brave adventurers who have already explored every nook and cranny of Nyzul Isle, do not fear—your achievements will not go for naught! Even if your progress data has already been cleared, the Runic Key itself will now serve as an express ticket to any level of the Isle (in increments of five) up to Level 96, giving you free rein to traverse the area as you see fit!
  • [#4] Progress data to be stored for all party members!
    With the new version update, floor data will be recorded and updated for all players, not only those who directly operate the Rune of Transfer.
    For their progress data to be updated, players must begin the mission on a floor equal to or lesser than the maximum level currently recorded on their disc. Provided this condition is met, progress data will automatically be updated each time a previously uncharted level is completed.

That sums up the major changes planned for the Nyzul Isle Investigation in the upcoming version update.

Players who have already embarked upon the quest sequence for their mythic weapon may tackle the new weapon skill quests concurrently. Those players who have already received their Nyzul weapon and entrusted it to Abquhbah, however, are encouraged to travel back to the Isle and acquire the weapon once more.

* Abquhbah will return your weapon if asked politely, but please note that this will result in all mythic weapon quest data from "Duties, Tasks, and Deeds" onward being cleared from your record.

For previously released details on mythic weapons and the new weapon skills, please refer here.


me sez:
If this update is half of what it promises to be, I will enjoy it.
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Quote:
Originally Posted by Feba
The problem is that people continue to assume that FFXIV is nothing but an upgrade to FFXI, and are still looking at every gameplay mechanic through the lens of FFXI.

Last edited by Balfree; 09-03-2008 at 04:06 AM.
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Old 09-03-2008, 04:03 AM   #3
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Re: September Version Update Preview: Part Two (09/03/2008)

The exp boost for EP and DC sounds juicy... but doesn't that simply promote yet more burn-style parties?

On the other hand, I suppose I'm being pessimistic. This could be a rather nice promotion for low-man parties.
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Old 09-03-2008, 04:17 AM   #4
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Re: September Version Update Preview: Part Two (09/03/2008)

I hope it promotes low-man parties more than it does burn-style parties too, and soloing will become a lot more viable now, BSTs rejoice, too.

To be perfectly honest, I always felt like SE didn't plan FFXI to be 6-man-or-no-cigar for experience points, Incredibly Tough enemies do not seem like the main prey you should be hunting, I always felt like hunting for EMs and Ts made more sense, which removes the need for 6 people parties. I say this because on all previous FF titles, your enemies (if following the game without grinding on purpose just for level ups) were never "Incredibly Tough", more like "Even Matches", and in before the "FFXI is hardly like the other FF titles in many ways", it doesn't change the way I feel.
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Quote:
Originally Posted by Feba
The problem is that people continue to assume that FFXIV is nothing but an upgrade to FFXI, and are still looking at every gameplay mechanic through the lens of FFXI.
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Old 09-03-2008, 04:40 AM   #5
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Re: September Version Update Preview: Part Two (09/03/2008)

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Originally Posted by Balfree View Post
and in before the "FFXI is hardly like the other FF titles in many ways", it doesn't change the way I feel.
Tru dat.
If it's not gonna bear much identity to the titles that preceded it, why bother calling it Final Fantasy? Just slap "Everquest" on the box and be done with it.

But I digress.



On the one hand, IT hunting served a purpose; if you wanted to get the job done right, you'd create a balanced party: Tank, healer, support/hybrid, a few DDs(magical or otherwise). It promoted critical thinking when building a party. Unfortunately, it doesn't allow much room for flexibility.

However, hunting EM-T provides much more flexibility in party construction, though it has proven to be almost as job-exclusive as the former.

With the experience bump on EP-DC, we could potentially see the ascent of low-man, hybrid-friendly parties, more accommodating toward those less specialized jobs that may be less popular with the above party concepts.

Between the existence of the first two and the potential development of the third, we could finally see a compromise available for many players. Of course, this is all rather wishful thinking.
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Old 09-03-2008, 04:58 AM   #6
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Re: September Version Update Preview: Part Two (09/03/2008)

Jesus Christ can SE get any more awesome? The Nyzul updates alone are legendary, my Nyzul group already has three people with Lv100 keys, getting more is going to be even easier!
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Old 09-03-2008, 05:07 AM   #7
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Re: September Version Update Preview: Part Two (09/03/2008)

Man. This just keeps getting sexier. What's next, cutting the death XP penalty?

The only problem with updates like this is that it makes me kinda not want to play until it arrives.
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Old 09-03-2008, 05:08 AM   #8
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Re: September Version Update Preview: Part Two (09/03/2008)

Very nice, but I can't help but notice that we'll all need a Nyzul weapon just for the new WS. This makes me do a little "ugh".

When I saw "Nyzul Isle Investigation" Gets an Overhaul, I was hoping to see something like "new floor objectives".

I should never have a chance of having 3/5 floors be "lamps" floors. I want more objectives. I'm cool with more non-combat ones like the lamps, but gosh they get obnoxious.

Still, all the changes are quite glorious.
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Old 09-03-2008, 05:10 AM   #9
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Re: September Version Update Preview: Part Two (09/03/2008)

"substantially larger helpings of EXP"

I wonder how much exp they will yield, 100 exp per DC maybe?
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Old 09-03-2008, 05:39 AM   #10
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Re: September Version Update Preview: Part Two (09/03/2008)

The conditions for embarking upon the new weapon skill quests will be twofold: you must be enlisted as a mercenary in Salaheem's Sentinels, and you must be in possession of the job-specific weapon from the "Nyzul Isle Investigation" Assault mission.


This part annoys me. they said you could do the new weapon skills even without the new weapon, but what the hell is the point, if you need the new weapon just to get it in the first place.
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Old 09-03-2008, 05:41 AM   #11
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Re: September Version Update Preview: Part Two (09/03/2008)

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Originally Posted by ornery sheep View Post
"substantially larger helpings of EXP"

I wonder how much exp they will yield, 100 exp per DC maybe?
I'll accept anything really. Now I'll be able to play with friends in a 2-4 members party. Awsome... and I might just be able to lvl BST past 40 now
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Old 09-03-2008, 05:46 AM   #12
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Quote:
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The only problem with updates like this is that it makes me kinda not want to play until it arrives.
I felt like that yesterday when trying to teleport myself in Sandoria (S)... "i'll just wait for the update... this CB is taking ages to finish, /shutdown"

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The conditions for embarking upon the new weapon skill quests will be twofold: you must be enlisted as a mercenary in Salaheem's Sentinels, and you must be in possession of the job-specific weapon from the "Nyzul Isle Investigation" Assault mission.


This part annoys me. they said you could do the new weapon skills even without the new weapon, but what the hell is the point, if you need the new weapon just to get it in the first place.
You don't need the fully upgraded weapon, just the basic one, which is easy to get.
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Quote:
Originally Posted by Feba
The problem is that people continue to assume that FFXIV is nothing but an upgrade to FFXI, and are still looking at every gameplay mechanic through the lens of FFXI.
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Old 09-03-2008, 06:31 AM   #13
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Re: September Version Update Preview: Part Two (09/03/2008)

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Originally Posted by Jonastb View Post
The conditions for embarking upon the new weapon skill quests will be twofold: you must be enlisted as a mercenary in Salaheem's Sentinels, and you must be in possession of the job-specific weapon from the "Nyzul Isle Investigation" Assault mission.


This part annoys me. they said you could do the new weapon skills even without the new weapon, but what the hell is the point, if you need the new weapon just to get it in the first place.
As pointed out, SE said you don't need the new relic weapon to get the new Weapon Skill. What you do need is the base JSE weapon from Nyzul, which is now easier to get then ever.
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Old 09-03-2008, 06:44 AM   #14
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Re: September Version Update Preview: Part Two (09/03/2008)

Decent exp for killing EP and DC mobs? Does this mean you'll be able to solo to max level in a realistic timeframe? I wonder if all the die hards are screaming this is another step towards making FFXI like the game that shall not be mentioned.

Sounds like an excellent change though. One more incentive for me to return.
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Old 09-03-2008, 07:01 AM   #15
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Re: September Version Update Preview: Part Two (09/03/2008)

I am watching this with interest, it has been a long time since I played teh game and one of the things that stopped me was teh lvling thing now with these added extras it could well promote me to return (depending on how long it takes me to get bored of spore which gets released on Friday YEY!!!!!)

I will await what peoples experiences are with this exp boost and you could well see the return of the Paladin galka "Brickshouse" on a server near you.
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