Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Well, this is SE and they love to be extremely vague and cryptic about everything, and prolly havn't yet detailed it all out enough to release the info yet. I wouldn't doubt seeing a hefty increase not only in XP per mob, but also reduce the amount of XP from 60-75 required to make the new 76-99 lvls more inviting and not so daunting.
Announcement
Collapse
No announcement yet.
Over 9000... er... ok, Over level 75 - New cap 99 o.o
Collapse
This topic is closed.
X
X
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Khalus View PostRead through everything here and there seems to be quite a bit of complaint over leveling with new caps, only getting 200-400 XP per mob or there won't be enough camps or enemies to support everyone. I didn't see anyone mention this little tidbit yet, and it may have been overlooked:
Also with the removal of the level caps in CoP areas, and with the above changes in the quote, would that not; also open a ton of new camping grounds too!?
If they speeden up the leveling rate for soloing, they will also improve the leveling rate for parties as well.
it's already a nightmare leveling 60-75. How can they expect level 40-60 players to refrain from committing suicide when
they know they are a loooong way from reaching level 99?
I think the level 99 news might make it even less inviting leveling other Jobs even as a subjob since 37 isn't going to cut it anymore.
getting 1-75 is like climbing a mountain. getting from 1-99 is like climbing 2 mountains stacked on top of each other.
And that is not even counting the amount of gil and drops people will need for gear 75 and beyond.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Elwynn View Post
Quote:
Originally Posted by Neverslip
Since they are merging servers, I hoep certain NM pop times are adjusted (looks at Charby...)
Dream on. Only the first day and folks in the LS are already saying "if you want to camp something, you better camp it now".
Quote:
I hope endgame schedules don't lead to any headlines about postal FFxi players...........
Fairy is being merged into Sylph. And apparently Sylph doesn't use any dynamis calendar. Get out the popcorn, folks.
Quote:
and for the love of all that's holy give us the ability to cure someone in the damn alliance........
But... they're apparently trying to de-emphasize alliance play now?
... valid points.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Read through everything here and there seems to be quite a bit of complaint over leveling with new caps, only getting 200-400 XP per mob or there won't be enough camps or enemies to support everyone. I didn't see anyone mention this little tidbit yet, and it may have been overlooked:
New camping grounds are scheduled to be added to cater to the anticipated rise in demand for experience parties. Furthermore, the redistribution of monsters in existing areas is also under consideration.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Tuatha View PostIf they're merging Remora server with Leviathan server... ugh. There's apparently a Tuatha there already, and that person hasn't played since 2008. Excuse me while I go drown myself in my MH fountain, now. ._.
Originally posted by Neverslip View PostSince they are merging servers, I hoep certain NM pop times are adjusted (looks at Charby...)
I hope endgame schedules don't lead to any headlines about postal FFxi players...........
and for the love of all that's holy give us the ability to cure someone in the damn alliance........
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by jenova_9 View Post1.they would have to have NPCs that sell shurikens at 1000g each.
2. Scrolls should be buyable from NPCs for 10k each,
or be 100% drops when doing BCNM that drops them.
3. Ninjutsu should switch to requiring MP instead of tools (they can redo the MP stats for
each Ninja level, so they have enough MP, or maybe each Ninjutsu should only cost 1 MP each.)
damaging Ninjutsu and elemental wheel should do 3 times more damage than what they do now.
4. Ninja Tools simply buff up the effects of that type of Ninjutsu when used, like food does for stats.
5. 2 hour should instant kill any mob below T to the Ninja.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
the most important question wasn't asked.
...
what does this mean for Ninjas ?????????? (>' ')> ----- X (@_@)
SE has a lot of work to do.
1.they would have to have NPCs that sell shurikens at 1000g each.
2. Scrolls should be buyable from NPCs for 10k each,
or be 100% drops when doing BCNM that drops them.
3. Ninjutsu should switch to requiring MP instead of tools (they can redo the MP stats for
each Ninja level, so they have enough MP, or maybe each Ninjutsu should only cost 1 MP each.)
damaging Ninjutsu and elemental wheel should do 3 times more damage than what they do now.
4. Ninja Tools simply buff up the effects of that type of Ninjutsu when used, like food does for stats.
5. 2 hour should instant kill any mob below T to the Ninja.
And more improvements!Last edited by jenova_9; 02-28-2010, 09:54 PM.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Feba View PostEasy way to get around all of these problems is simply level capping pretty much everything at 75, with 75+ only accessible in certain zones.
I really do hope they up xp gained thru solo'n.... and not just in the 75+ zones.
Since they are merging servers, I hoep certain NM pop times are adjusted (looks at Charby...)
I hope endgame schedules don't lead to any headlines about postal FFxi players...........
I hope DNC gets {Dance} of {Death}, Divine Waltz II+, Haste Samba II+, More debuff Steps, Curing Waltz V+, more outlandish Flourishes for the 75+ level's abilities .... um... raise dagger to A-, H2H to B+ (not reaching for the stars here SE) ... and for the love of all that's holy give us the ability to cure someone in the damn alliance........
... and that is all ... at this time ... as far as I know...
/em grumbles something incoherent about Hades dieing.... ... grumble grumble grumble
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Mhurron View PostI treat, and will continue to treat, you the same way you treat everyone else you deem inferior.
That is the most polite way I can put it.
Server consolidation is by far the safer way to do it, even if it was just a first step. Having problems finding people? Well here is a larger pool of people to pull from. Having problems selling items to purchase that gear you need, here's a bunch more perspective buyers.
Server population does not mean more help, just more people.
Let's say we do take Odin and Bahamut and merge them. Two very endgame-driven servers are now one server that is just as endgame driven as before, but with twice the people.
When the saturation was at its peak on both servers, it was sheer hell to get Missions, Assaults and numerous other things done if they did not fall under the endgame flag. And then when the population did drop, even endgame events became harder to sustain because there were not enough people around to make them possible.
I had friends that left Odin because they couldn't get missions done and when they landed on another server - same problem. Every server had eventually just boiled down to endgame players with an endgame agenda that was too broad to be manageable.
But back when the populations were more dense, there was an interesting trend within some linkshells that never ran events with more than 12 to 18 people. In fact, the LS might just have 18 people and that was it. This opposed to an LS filled with 40+ members. It wasn't so much about who the players were or what gear they had, but these shells that were low-manned met member needs faster and bonded better. With less competition, you can see the light at the end of a tunnel.
I think SE was watching this and when the server populations hit a certain level, they had concepts they'd move forward on to deal with the dwindling interest. If you look at the last two years of updates, they've practically laid groundwork they need to keep the game sustainable at existing levels so they can start working on the changes.
Low level content is broad, but there is no real intermediate content that we can consider broad, but we have lots of endgame content that has gotten too broad to be manageable. But if we make leveling needed again and add higher level content that requires fewer people, then what becomes the intermediate content becomes almost as manageable.
Your concept just keeps things the way they have been. They way things have been is what has started turning people away from the game. We can add more people and so long as the structure remains the same, people will continue to leave because there are too many events to distract them from their personal goals. You don't stick around at a job out of obligation if your employer can't meet your needs
But if we make personal goals more practical for the new "intermediate levels" and new endgame events require less people - things start getting done more often. When there's less competition and less people needed for something in sky, it becomes less of a grind.
The real trick is what stays viable, what doesn't and how older NMs are changed in light of the new level scaling.Last edited by Omgwtfbbqkitten; 02-28-2010, 09:14 PM.
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Durahansolo View PostI don't know about other melee jobs, but SAM would be hella broken with all that lmao.
Wild Flourish. omg... lol
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Takelli View PostEdit: Oh, and HASTE SAMBA!!!! ;>.>
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Can anyone say... Sam/Dnc!
Reverse Flourish, Meditate, Sekkenoki, and Store Tp.... This could get a bit fun as Sam/Dnc as well...
Edit: Oh, and HASTE SAMBA!!!! ;>.>
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Originally posted by Taskmage View PostIn before YM talking about rdm melee updates. Because I'm going to do it first. It seems to me that sch/rdm gets all the same tools as rdm/sch but has better nuking options. The only logical sphere to advance rdm in to make it more distinct and worthwhile is melee.
Level 84-95: Enspells III. Calling it now. >_> Also, 75 finally sees Fast Cast IV after all these years (why the heck not?), with level 95 seeing Fast Cast V. Also, more stuff in line with Composure, Abilities that run off the balance between magic and melee. Maybe one that isn't necessarily a stance like Composure is, but a temporary ability that grants a bonus to Magic Accuracy that progressively increases with each successful attack. Or maybe a single-use activated ability that acts like a Magic Feint, an attack that sharply reduces Magic Evasion. A synergy of not only using the magical to boost the physical, but also using the physical to bolster the magical - this, I believe, is the flavor, the role, that Red Mage will take on - nay, embrace more thoroughly - in the future of Final Fantasy XI.
Undoubtedly, an increase in the Level Cap like this is just about the best, albeit the most drastic, thing that has ever happened to salvage the true essence of the Red Mage job, beyond people nothing more with it than whore it out for what was considered optimal efficiency (effectively robbing us and White Mages of our respective roles). Now such game-defining abilities are basically up for grabs as subbable, this essentially gives S-E the perfect chance to redefine Red Mage as more than what it was turned in to by the community, that will now be forced to lose interest in what was previously Red Mage, the gimmick pony. S-E has pretty much given itself Tabula Rasa with the Red Mage job as a side-effect of the level cap increase, basically, and a chance to pay due respect to the job's original design. The update last year was but the glimmer on the horizon, but now a new dawn shall justly be upon us true followers of the ways of Red Magic!
. . . umm, it seems that I have gotten carried away with myself. <_< We do know for certain that new enfeebles are in our future, which is always a cool and interesting thing in and of itself. And while I'm carrying off on wild and crazy hopes, Magic Accuracy Bonus. >_> A Tarutaru can dream small as well as big, can he not?
I also wonder what our job-specific emote is going to be, too. You know what would be cool? We produce a sword made out of ice and emulate a riposte with it.
. . . and now for the downside of this whole thing, I'mma have to level Blue Mage to level 50 now. >.> And Paladin and White Mage, too. Not to mention that my ever-favorite support job of /PLD gives nothing interesting but a second Resist Sleep Trait between 37 and 49.
If anything, of those support jobs, /WHM is given the largest boost, what with having access to Afflatus, light-based sleep (granted with an E skill, but that's much better than nothing against undead <.< ), and freaking Flash! ;_; They be takin away mah /PLD spell!
/BLU is looking much more attractive, as well. Chain Affinity go? Not to mention Blank Gaze (light-based Dispel? <.< ), MP Drainkiss, Blitzstrahl . . . all among the spells anybody with /BLU has to learn now. >.>;; And speaking of Stun, /BLM also offers Stun now! Say goodbye to anybody not named Callisto Callysto using RDM/DRK any more! Though, Cally can very much look forward to Absorb-INT as well as Absorb-TP. <.<;;
Granted . . . obviously none of this is final, and S-E could very easily move stuff around to avoid any of this, but I just can't see them moving spells up in level requirement - even in a new era wherein S-E seems to be about as endgame-obsessed as BlueGartr, it would still be so unlike them.
Oh, and one more thing - I don't see equipment on par with Relic weapons, or heck, not even with something like Joyeuse, being released and surpassed in droves any time soon (or, heck, even at all!).
-
Thanks 0
Leave a comment:
-
-
Re: Over 9000... er... ok, Over level 75 - New cap 99 o.o
Personally, I would like to see them increase EXP gained on mobs and lower the curve to 75 again. It's a pain in the ass as it is to hit 75, so it'd be nice if they did something to ease that up while we adjust to the new curve towards 99.
-
Thanks 0
Leave a comment:
-
Leave a comment: