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PostPosted: Mon Mar 12, 2018 5:02 pm 
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You literally can't even buy enough Bronze coins at the present from other players on the AH and in Bazaars to make a turban right now. Probably a good Auction House opportunity for some veterans with IS stocked up. AH history on the site shows most people buy 10 stacks en masse.

I loved the numerous options Treasures camps gave. There was something to suit almost every party.

Viktoriya is right, though. The task at hand is daunting and could easily occupy Nasomi for years to come were he to choose to pursue it.


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PostPosted: Mon Mar 12, 2018 5:08 pm 
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NPCs not being captured / not being retrievable is not gamebreaking

Truesight/truesound mobs working with sneak / invis is not gamebreaking

Mob TP move issues is a big deal maybe Nasomi can work on enabling mobs on a per camp / per zone basis instead of all of ToAU at once. Just opening up 1-3 more experience camps would go a long way.


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PostPosted: Mon Mar 12, 2018 5:14 pm 
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I would love to see Nasomi make an effort in giving us more things to do in ToAU.
I +1 this thread


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PostPosted: Mon Mar 12, 2018 8:26 pm 
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Viktoriya wrote:
Another misconception is that all Nasomi has to do is hit a button and mob levels are adjusted and everything is good to go. There are issues with entire mob families in ToAU, I'm not going to detail which mobs but it is a much more complicated ordeal than just "adjusting the levels to retail levels."


I mean.. the drawbridge in bastok port and the elevator in metalworks aren't exactly what I'd call reliable, I hardly think that calls for metalworks to be flooded with level 99 mobs.

Not everything would be good to go, just the parts that most people care about. I don't think anyone expects the entirety of ToAU to be available at the push of a button, especially given that we're still missing pre-ToAU stuff...

...and honestly I wouldn't ever expect ToAU on this server, it's pretty obvious nas just doesn't like the expansion in it's entirety. It'd be trivial to let people exp there, and much less effort than reworking old zones to try and encourage camps there, yet we got a boyahda rework.

That said, I'm personally not a fan of the current compromise either. I'd much rather see every BLU/COR/PUP get deleted, along with every ToAU item on the server and just lock whitegate off permanently, or de-99 things and let people go there.


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PostPosted: Tue Mar 13, 2018 4:41 pm 
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No one said it'd be easy, but it'd definitely be worth it. Almost everyone wants ToAU, and the publicity we'd get for having it would bring in even more players. The pop is already getting too big for the zones we currently have. Have you been to Bastok lately? It's a lag fest, zone wide red dots every 30ish seconds. The Dunes? Same thing. Lag.

No one is expecting Nas to flip a switch and magically we have ToAU. But we all know it's definitely worth working on


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PostPosted: Tue Mar 13, 2018 5:50 pm 
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Viktoriya wrote:
Originally I was not going to post on this thread just because these types of threads usually just end up getting deleted or horribly derailed. The more I think about it, the reality is that server growth is showing no signs of slowing down, it won't be long before we're hitting 700+ online. This is going to inevitably cause overcamping in the limited areas we have to exp currently on Nasomi.

I have always felt there are serious misconceptions about ToAU, some believe that you just showed up to whitegate at level 55, stepped outside of the city and got rewarded with an easy 20k/hr exp camp. This is simply not true, you had to defend Al-Zahbi from besieged to keep various NPC's from being captured and the ability to get sanction, use staging points and rent chocobos could be taken away from you. If your server community failed to repel the attack, there was potentially serious penalties depending on which NPC's got captured. Players had to embark on a dangerous expedition into ToAU beastmen strongholds that were riddled with true sound/sight aggro to rescue said NPC's. The ToAU strongholds were some of the most dangerous zones ever created during the 75 cap era, only the most experienced adventurers could even explore those zones without dying.

With that out of the way, there is no doubt unique challenges that are specific to Nasomi server that would have to be overcome in order to release those camps on Nasomi. Another misconception is that all Nasomi has to do is hit a button and mob levels are adjusted and everything is good to go. There are issues with entire mob families in ToAU, I'm not going to detail which mobs but it is a much more complicated ordeal than just "adjusting the levels to retail levels."

Did you know some mob families in ToAU have "forgetfulness?" The longer certain zones are up, certain mobs lose the ability to TP completely. If you kill or depop said mobs, they suddenly regain the ability to TP again. There are also mob families that either do not TP at all or specific TP moves are not coded at all. You have certain mobs inside of the ToAU beastmen strongholds that are supposed to be true sight/sound aggro, some are supposed to be considered NM's but on this server, they con as non-NM's and can be easily passed by sneak and invisible spells. Another issue is several of the doors inside of Halving don't work properly, there is just so many nuanced things that would have to be fixed in order to even consider releasing camps in those areas. Who knows what else is broken that nobody else has figured out at this point.

The big question is who is going to test all of this? ToAU exp was more than just birds and mamools. I would love to see it come back to Nasomi just for the fact that newer players have almost no hope at getting a turban these days. We need to realize at the same time, this content is incredibly broken and Nas didn't raise these mobs to level 99 just because it was a troll thing to do.



Thanks for illuminating some of the very real issues with mobs in TOAU. Perhaps to say fixing the zones are as easy as pressing a button was an exaggerated statement.

I think even baby steps towards getting exp camps working in TOAU would do very great things for the server's morale. We don't need to get into things like mobs not TPING, though. I happen to know a place in a tunnel where players have abused broken mobs that don't TP for EXP and materials for years without anyone saying a thing.

It's good to know what needs to be done, but this post served as a nudge to take a look at any 'low hanging fruit' in the zones. I don't think anyone should say a word about missions, salvage, nyzul, einherjar, etc until we actually have a fully functioning place for folks to EXP there.

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PostPosted: Tue Mar 20, 2018 5:57 pm 
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I never really got to endgame in pre-99 or post-99 XI, only revisited retail to see a little of the ToAU story. Aesthetically, I always thought ToAU was gorgeous and creepy, terrifying and serene. It was also more immediately available than, say, CoP, and it let me be a Blue Mage. I was never great at FFXI, but I was a decent Blue Mage: the task of hunting down your marks for spells was highly engaging.

Anyway: it'd be wonderful to go back. I'm not too familiar with the environment through which development may occur, however. It's not nas all on his own, right? My understanding is that he makes his own contributions and fixes and branches for server development, but collaborating with other server developers or adapting from DarkStar branches could just as well be a thing, right? Posts such as Viktoriya's help us understand the scale of the task; I'm in the dark as to what kinds of hands we may have in implementation, though.

Also, somebody else hinted at it, but if somebody would care to explain how the game skewed into TP burn vs SC->MB...? Because if it was specific to the mobs local to ToAU, adjustments can always be made. If it was universal to the level range associated with ToAU exp parties, then doesn't it just hold true everywhere?

Thank you for your time!


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PostPosted: Tue Mar 20, 2018 7:04 pm 
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Talulah wrote:
Also, somebody else hinted at it, but if somebody would care to explain how the game skewed into TP burn vs SC->MB...? Because if it was specific to the mobs local to ToAU, adjustments can always be made. If it was universal to the level range associated with ToAU exp parties, then doesn't it just hold true everywhere?

Thank you for your time!


In my understanding of the game, it was more to do with players becoming better geared and understanding game mechanics. There wasn't a single update or content addition which made TP burn viable, but the fact that players started to learn what they needed to do, what gear they needed to use, and how to optimize for it. SC and MB was always viable for some mobs on retail (Nidhogg, for example) but TP burning became an option when we started over-powering the content.

For example, once sushi became available and Haste gear like the Byakko's Haidate and Walahra Turban became commonplace, we were hitting faster and more accurately than before. We didn't have to wear Optical Hats and such to hit enemies. People started understanding how to utilize BRDs (and CORs once they became available), and BRD swaps, to maximize buff up-time and also min-maxing WS gear. Melee was always viable on retail but when everyone was a fresh 75 still using non-optimal weapons, scorpion harnesses (rather than Haub+1 and E.Body), AF gear and Life Belts (instead of Dusk +1, Velocious Belts and Walahra Turbans) and meat mithkabobs instead of Sole Sushi or Marinara Pizza, it was sub-par compared to using SC+MB.

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PostPosted: Tue Mar 20, 2018 10:57 pm 
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Therin wrote:
Talulah wrote:
Also, somebody else hinted at it, but if somebody would care to explain how the game skewed into TP burn vs SC->MB...? Because if it was specific to the mobs local to ToAU, adjustments can always be made. If it was universal to the level range associated with ToAU exp parties, then doesn't it just hold true everywhere?

Thank you for your time!


In my understanding of the game, it was more to do with players becoming better geared and understanding game mechanics. There wasn't a single update or content addition which made TP burn viable, but the fact that players started to learn what they needed to do, what gear they needed to use, and how to optimize for it. SC and MB was always viable for some mobs on retail (Nidhogg, for example) but TP burning became an option when we started over-powering the content.

For example, once sushi became available and Haste gear like the Byakko's Haidate and Walahra Turban became commonplace, we were hitting faster and more accurately than before. We didn't have to wear Optical Hats and such to hit enemies. People started understanding how to utilize BRDs (and CORs once they became available), and BRD swaps, to maximize buff up-time and also min-maxing WS gear. Melee was always viable on retail but when everyone was a fresh 75 still using non-optimal weapons, scorpion harnesses (rather than Haub+1 and E.Body), AF gear and Life Belts (instead of Dusk +1, Velocious Belts and Walahra Turbans) and meat mithkabobs instead of Sole Sushi or Marinara Pizza, it was sub-par compared to using SC+MB.

This is mostly correct, except we were TP burning exp before COP and we didn't need to overpower mobs or use sushi to do it. Players certainly knew how to utilize bards before they left Elshimo, let alone came to expect haubergeons from heavy DDs, and they were integral to what was probably the best exp in the game at the time: BRD/WHM fishing for a pack of monks on KRT skeletons. Players weren't idiots before TOAU hit, and weapon skill testing was definitely in full swing within months of the game being in NA hands. Everyone immediately knew what sushi was going to do for melee when they saw it, but it wasn't the total game changer you're selling it as (remember: Snatch Morsel exists). TP burning did not "become viable" in TOAU, the rising average gear level coupled with easily accessible camp options lowered the barrier to entry and made it a much more viable option for more of the player base. Add in plentiful burn targets pre-75 and it quickly became the way to go from mid 50s onward.

The increased avenues for acquiring gear is the real reason TOAU is remembered as the MB killer expansion - not the gear itself, the existence of colibri, or more food. Yeah, reflecting magic was a tiny part of it, but mamools, trolls, and imps all existed too and they never saw major magic burst action. Being able to set your own schedule for the new content rather than have to fit your linkshell around HNM pop times meant the best abjurations were now attainable for many more players, and ZNM drops were respectable alternatives too. The new blue mage also seemed custom-tailored to crush Limbus, which coupled with the job's popularity meant groups that had troubles with it before could now cruise to Omega pops. This was also the second at-level cap expansion for the game, so long time players going at slower paces were overall catching up in gear at the same time and TOAU brought several more ways to do so. Someone earlier mentioned ebody/ridill in meripos, which was a common sight once the expansion hit its stride, but was comparatively rare to see before then.

The disparity between the way mage and melee power increases with gear is the reason MB fell so heavily out of favor. Mr. Blurple can probably eat meat on mamools and crush it, but cleansing a dalmatica doesn't suddenly grant MP regeneration that's close to keeping up with the newly increased average output from melees, and all that HMP gear means little when on-decking mobs is the standard. For meriting purposes, it's infinitely cheaper on mp to keep a group of melee supported than to convert that mp to damage, and longevity-wise it's not even a competition. It's been this way since the game's inception, the difference just became much more pronounced with higher average gear levels. Look at Misareaux parties on Nasomi, even a group of scorpion harness wearing samurais, dragoons, and warriors using AH spears are going to have a better time out there than a group setting up a skillchain for a couple black mages.


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PostPosted: Wed Mar 21, 2018 1:27 pm 
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I agree with you regarding EXP. Melee burn or TP burn, whatever, was always viable for EXP but I was referring more to other content endgame content. Like Kirin, for example. When Kirin first came out, linkshells used BLMs and RNGs (pre-RNG nerf) to kill it and it took an hour. Then suddenly, somewhere around ToAU release, people realized they could TP burn it by using melee and rotating BRDs and linkshells started killing it in 3-5 minutes. Eventually with continuous improvements to gear and skill we got that down to under 60 seconds, but it took a while. Nothing fundamentally changed with Kirin or with the jobs in the interim, it's just that we learned how to play the game better and gear ourselves for it.

Here's a nice sub-5 minute Kirin kill from my old Fairy linkshell, right around the start of the "meleeburn everything" era. 2006. Almost 12 years ago. (holy crap I'm old)

https://www.youtube.com/watch?v=Z41Qp2IfHkg

_________________
Therin / Erith

Fairy (ThoseGuys/LostParadise)
Cerberus (Resurgence)
Phoenix (Beyond/DynamisBums)
Shiva (Apathy)
Nasomi (DraconicBallad)


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