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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 4:29 pm 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
Viktoriya wrote:
Not to mention that Dynamis is way more accessible here than during 05 era retail. People are forgetting that you can go daily for 50k instead of a 1mil hour glass every 3 days. Also, getting city wins on Nasomi is much more difficult due to poorly coded pathing(statues jumping up into the air when pulled and linking waves of mobs they should have never linked) which creates a shitshow pull and will wipe inexperienced groups fairly easy. The NM's to unlock fragments in Dynamis-Xarc are extremely overtuned on Nasomi compared to this era in retail, although still easy to do with an experienced group.


There are ways to get around the pathing issues, however. I am gonna go out on a limb and say you are referring to the Ore Street section of Dynamis-Bastok, as that is the only truly rough pulling area in city dynamis that I can think of. If you'd like to skip this headache, I devised a method of doing so a year ago while running Zantetsuken dynamis ls. All you need is a PLD with Fealty, a THF, two people able to claim fast, and a Hermes Quencher for the PLD. Pull the area as normal until you are on the main street looking straight ahead at the Alchemy guild. It is recommended to clear the first bridge by the corner here to avoid links earlier than necessary.

PLD pops quencher and fealty, runs forward and face aggros the statue that spawns the NM necessary to pop the boss at the alchemy guild door. THF follows behind and pulls the statue that spawns TE NM in the nearby alley. PLD pops Rampart/Sentinel/2hr as needed to survive, THF can pop Flee/PD if needed. Fast claimers then grab the 2 nms and bring back to the rest of the alliance who should be waiting by the ramp at the beginning of the lower street. PLD and THF can run their trains to the corner alcove near where they started from and die there. Done correctly, you can get both boss pop and TE NM in a matter of minutes and save considerable time and aggravation while avoiding having to deal with all the links. You'll want all 4 people involved in this on good internet connections as it obviously creates a lot of lag. It does take a bit of preparation beforehand, but its entirely possible and much easier to do after the first 1-2 times.


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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 6:55 pm 
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Joined: Sat Dec 03, 2016 2:23 am
Posts: 1143
Way too hone in on a tiny aspect of a very broad point there dude. You should run for office.

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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 7:09 pm 
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Joined: Wed Jul 13, 2016 5:43 am
Posts: 338
There really aren't any difficult pulls due to bad pathing in city dynamis other than that one that I know of; I was just sharing a counter-option from my own experience pulling in city dynamis for the benefit of others. I get that there is a broader point fully well, I just wanted to chime in on that particular bit. I don't see a reason to get snarky over that, but whatever, you do you.


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 Post subject: Re: Gil Sink
PostPosted: Sat Aug 19, 2017 8:49 pm 
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Joined: Sun May 15, 2016 2:08 am
Posts: 96
There will always be a separation from the old and the new solely based on changes the server makes as time progresses. I remember when I started I looked at players like Tommi, Night, Muffin, Searain and many others and thought that I would never make it that far in terms of progression but low and behold, 2.5 years later, I and many others are now at that level of accomplishment.

Is it true that obtaining a relic is easier on this server than compared to retail? Absolutely. However, it is with empty words to say that obtaining one is "easy." It takes a group of skilled players that are able to work together to successfully farm currency using the current strategy. In addition, it takes coordination, leadership, planning and most of all, a large time investment. There may be 256 stage 5 relics on this server but, as previously mentioned, those relics are largely isolated to the larger end-game shells. On a server with limited content for the end-game player, is it such a bad thing to allow them the opportunity to obtain an item that was limited to a few people during this era of retail? That is a question we could debate forever.

In an ideal world, maneuvers linkshells used to exploit the effects of treasure hunter on dynamis zones would've been shut down immediately and a relic roll back to happen then. When players were getting relics at a pace that was not in concordance with nasomi's goals then there should of been changes in dynamis then. But now, after so much time has been invested, a roll back now is a direct blow to the community that plays the most on this server. Unlike the gilocaust, this is targeted to a specific population of players rather than the entirety of the server. Unlike the player that installs for a week to get the nostalgia of Valkurm Dunes, the end game community keeps the server population high, recruits new players and maintains the economy.

We all take a time investment risk by playing on this server. Nasomi may at any moment decide to shut it down and thus our time investment is for nothing. We all know this and understand that everyday that we play. However, an added risk of our time being taken from us by performing rollbacks is not a risk that I think we all want to have. It jeopardizes the trust the playerbase has towards the administration and will result in a loss of the most loyal players.

So what's the solution? I for one do not want to have a complete separation of the old and the new. I want new shells like MorningWood to have the opportunity to grow like the rest of the end-game shells. I want them to have the opportunity to get relic weapons like I have and to enjoy the fun of using them in all aspects of the game. Changes in difficulty should be expected. Implementing the three day wait like retail is an option. Requiring an hourglass is an expensive option, but nonetheless an option. I'm not really sure what the best answer is but a rollback is absolutely not the right one.

Nasomi has made some great changes to the end game scene that has balanced the odds. Deadwing's involvement in sea has added a layer of content that we all can be thankful for. I hope there are plans to implement ToAU but only if it is coded appropriately. The time sink that expansion gives us will provide at least another year of content to the active player.

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