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PostPosted: Fri Jun 21, 2019 1:02 am 
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Posts: 13
I have personally looked into the matter, and determined that all Quutrub camps are OP and NOT era appropriate.

Please triple their hp and double their defense.

Problem solved.


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PostPosted: Fri Jun 21, 2019 5:05 am 
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Posts: 73
Ultimaetus wrote:
These mobs are supposed to have nearly around double the hp they currently have to compensate for the double damage taken. Also I distinctly remember a very high resistance or straight immunity to sleep effects which is why we never had a bard puller on retail for these. These were almost never done on retail compared to Azouph staging camps for a reason. People are able to achieve very unrealistic xp/hr on these mobs because they are IT+ mobs with essentially 1/3-1/2 hp

Sleep Resistance/immunity excerpts:
https://gyazo.com/d028a45340666095059dc22d0ecb42a1
Image
https://gyazo.com/5abafaeb13994e3ac81a20f2d21d447e
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https://gyazo.com/2fddd7a6055fd062415c0d761cd9eff8
Image
https://gyazo.com/91f147c8c05586c2612e53dca175a03d
Image

Gyazo is nice and will link back to the source webpage for an image.


I bet you were the kid that reminded the teacher to collect homework.


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PostPosted: Fri Jun 21, 2019 1:21 pm 
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Posts: 2629
kurozuka wrote:
Wolffhardt wrote:
Aewyn wrote:
Well, I'm not saying Qutruubs don't need a fixing. But look at all the goblin camps we can't really use. Beetles and crabs seem to suck for XP, both were passable on retail. I've never seen anyone delving into Quicksand Caves or using the Altepa region to skirt Crawler's Nest. I doubt anyone's going to Bibiki in the mid 60s anymore in spite of Bibiki having enough mob density to feed AU levels of XP. Cape Terrigan, Gustav Tunnel, Lower Delkfutt's Tower...I could probably go on, but I'm sure you get the picture. There ought to be a wealth of camps at all levels, not just a handful that are good and then a bunch that either don't exist here or barely function so no one wants to bother.

I'm more concerned with camps that don't function well/at all than I am things like Dvucca. Which people *did* use in era in retail on my server, assuming we could find people that actually had the staging point. Especially if we somehow get another influx of players and the game's populace doubles again, we're going to need all the working camps we can get - though I fully understand why Nas is spending more time on mid to endgame stuff. I'm sure the population is more to heavy with most at or near endgame at this juncture.



Do those camps not exist/work here, or have people just realized that there's better things to do with your time if the better XP camps aren't available?


they exist they just arnt viable.most of these camps would be viable if tp moves worked properly. Unfortunately nas believes tp is working as intended so these camps will remain dead.

Other camps arnt viable purely because we as a community have leveled up since retail. we know the most efficient ways to build pts , most people know how to properly gear themselves , and lots of people now have PL's .

One example im gonna list cause im tired of people suggesting that when the dunes is full why does no one just go to bubu? Cause its ASSSSSSSSSSSSSSSSSSSSS.Mob placement is horrible , mob type based on tp usuage is horrible . Birds? AOE , helldive . Mandy? Aoe sleep , Headbutt ? Goblins? AOE bomb toss way to much dmg. Crabs? I shouldn't have to explain why crabs are bad exp mobs , so I wont. Crawlers? Def up / Slow / poison / bad placements .

The only mobs worth a damn in Bubu are the leeches , since they have low hp , tons of spawns , mostly tolerable tp moves.... , but gl since people farm them 24/7.


My question was rhetorical, lol. I know the answer. Of course they're viable, people here are just obsessed with only doing the best XP possible, so things like you mentioned make things "not viable", instead of what they actually are which is "not ideal".

I've partied in Bubu just fine around lvl 14. Alternate camps that have worked just fine for those dunes level: Other places in the Dunes, Korroloka, Bubu, Maze, Meriphtaud.

many camps along the way can be different and fine. you won't fight crawlers because they have a poison and a defense move. In retail, those camps were fine... because obviously mobs have defensive moves. It's the point of the game.

If you're only willing to XP on mobs that are basically different versions of a retarded animal, that's fine, but don't call others not "viable". You're just only interested in the most efficient possible XP camps. Like I said, that's fine, but that's not the definition of viable.

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PostPosted: Fri Jun 21, 2019 4:50 pm 
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Joined: Wed Jul 20, 2016 8:39 pm
Posts: 137
Wolffhardt wrote:
kurozuka wrote:
Wolffhardt wrote:


Do those camps not exist/work here, or have people just realized that there's better things to do with your time if the better XP camps aren't available?


they exist they just arnt viable.most of these camps would be viable if tp moves worked properly. Unfortunately nas believes tp is working as intended so these camps will remain dead.

Other camps arnt viable purely because we as a community have leveled up since retail. we know the most efficient ways to build pts , most people know how to properly gear themselves , and lots of people now have PL's .

One example im gonna list cause im tired of people suggesting that when the dunes is full why does no one just go to bubu? Cause its ASSSSSSSSSSSSSSSSSSSSS.Mob placement is horrible , mob type based on tp usuage is horrible . Birds? AOE , helldive . Mandy? Aoe sleep , Headbutt ? Goblins? AOE bomb toss way to much dmg. Crabs? I shouldn't have to explain why crabs are bad exp mobs , so I wont. Crawlers? Def up / Slow / poison / bad placements .

The only mobs worth a damn in Bubu are the leeches , since they have low hp , tons of spawns , mostly tolerable tp moves.... , but gl since people farm them 24/7.


My question was rhetorical, lol. I know the answer. Of course they're viable, people here are just obsessed with only doing the best XP possible, so things like you mentioned make things "not viable", instead of what they actually are which is "not ideal".

I've partied in Bubu just fine around lvl 14. Alternate camps that have worked just fine for those dunes level: Other places in the Dunes, Korroloka, Bubu, Maze, Meriphtaud.

many camps along the way can be different and fine. you won't fight crawlers because they have a poison and a defense move. In retail, those camps were fine... because obviously mobs have defensive moves. It's the point of the game.

If you're only willing to XP on mobs that are basically different versions of a retarded animal, that's fine, but don't call others not "viable". You're just only interested in the most efficient possible XP camps. Like I said, that's fine, but that's not the definition of viable.


at lower lvls with next to 0 mp pools and no access to dispel or magic finale? ya your damn right id rather fight a "retarded animal" that doesn't have a def up move. Not to mention your favorite spot iirc is gustav? doesn't get more "retarded animal" then that.


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PostPosted: Fri Jun 21, 2019 6:24 pm 
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Joined: Wed Dec 06, 2017 2:35 pm
Posts: 2629
kurozuka wrote:
Wolffhardt wrote:
kurozuka wrote:

they exist they just arnt viable.most of these camps would be viable if tp moves worked properly. Unfortunately nas believes tp is working as intended so these camps will remain dead.

Other camps arnt viable purely because we as a community have leveled up since retail. we know the most efficient ways to build pts , most people know how to properly gear themselves , and lots of people now have PL's .

One example im gonna list cause im tired of people suggesting that when the dunes is full why does no one just go to bubu? Cause its ASSSSSSSSSSSSSSSSSSSSS.Mob placement is horrible , mob type based on tp usuage is horrible . Birds? AOE , helldive . Mandy? Aoe sleep , Headbutt ? Goblins? AOE bomb toss way to much dmg. Crabs? I shouldn't have to explain why crabs are bad exp mobs , so I wont. Crawlers? Def up / Slow / poison / bad placements .

The only mobs worth a damn in Bubu are the leeches , since they have low hp , tons of spawns , mostly tolerable tp moves.... , but gl since people farm them 24/7.


My question was rhetorical, lol. I know the answer. Of course they're viable, people here are just obsessed with only doing the best XP possible, so things like you mentioned make things "not viable", instead of what they actually are which is "not ideal".

I've partied in Bubu just fine around lvl 14. Alternate camps that have worked just fine for those dunes level: Other places in the Dunes, Korroloka, Bubu, Maze, Meriphtaud.

many camps along the way can be different and fine. you won't fight crawlers because they have a poison and a defense move. In retail, those camps were fine... because obviously mobs have defensive moves. It's the point of the game.

If you're only willing to XP on mobs that are basically different versions of a retarded animal, that's fine, but don't call others not "viable". You're just only interested in the most efficient possible XP camps. Like I said, that's fine, but that's not the definition of viable.


at lower lvls with next to 0 mp pools and no access to dispel or magic finale? ya your damn right id rather fight a "retarded animal" that doesn't have a def up move. Not to mention your favorite spot iirc is gustav? doesn't get more "retarded animal" then that.


Those two things aren't related, but I appreciate the attempt to make them so.

Yes, I enjoy boring and mindless XP lowman with friends while meriting. No, that's not really relevant to which camps I'd consider viable while leveling to 75.

At any rate, like I said.... Great! You can absolutely XP wherever you'd like. That just doesn't change whether a camp is viable, compared to preferred or ideal. Referring to camps as not being viable can confuse new players, and just further the problem. That's all.

_________________
Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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PostPosted: Fri Jun 21, 2019 6:36 pm 
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Joined: Sat Feb 10, 2018 1:04 pm
Posts: 301
Aeroo wrote:
Horus88 wrote:
On the subject of sleep, can't pretty much everything be slept on this server? That's part of a bigger problem.


Do you have an example? Because no, that is not typically an issue at all.



Damn near everything can be slept here that shouldn't be. When I first saw VV being sleep nuked I had to check my pants because I almost shit myself. :lol:

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PostPosted: Fri Jun 21, 2019 9:42 pm 
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Joined: Sat Dec 03, 2016 2:23 am
Posts: 1143
From Wiki on VV: Resistant to Sleep.
VV was not immune. Now sleeping omega, ultima, and all mobs in Divine Might, sure. That's very broken. I felt the original point was way overstated though. Theres really only a handful of things that can be slept that shouldn't be. Plus we're talking about exp mobs in this thread, which are usually sleepable.

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PostPosted: Sun Jun 23, 2019 3:25 am 
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Joined: Wed Mar 14, 2018 2:51 am
Posts: 215
Wolffhardt wrote:
Aewyn wrote:
Well, I'm not saying Qutruubs don't need a fixing. But look at all the goblin camps we can't really use. Beetles and crabs seem to suck for XP, both were passable on retail. I've never seen anyone delving into Quicksand Caves or using the Altepa region to skirt Crawler's Nest. I doubt anyone's going to Bibiki in the mid 60s anymore in spite of Bibiki having enough mob density to feed AU levels of XP. Cape Terrigan, Gustav Tunnel, Lower Delkfutt's Tower...I could probably go on, but I'm sure you get the picture. There ought to be a wealth of camps at all levels, not just a handful that are good and then a bunch that either don't exist here or barely function so no one wants to bother.

I'm more concerned with camps that don't function well/at all than I am things like Dvucca. Which people *did* use in era in retail on my server, assuming we could find people that actually had the staging point. Especially if we somehow get another influx of players and the game's populace doubles again, we're going to need all the working camps we can get - though I fully understand why Nas is spending more time on mid to endgame stuff. I'm sure the population is more to heavy with most at or near endgame at this juncture.



Do those camps not exist/work here, or have people just realized that there's better things to do with your time if the better XP camps aren't available?


Most of the camps in the zones I've pointed out don't work. Do they exist? Well, mobs are there, though in some cases (Mountain with beetles in Western Altepa, G-7 to H-7 for example) there seems to be an issue of scarcity I don't recall existing in retail. Are those mobs tuned so a reasonably equipped, intelligently constructed XP party can chain them effectively? Not really.

Like Kurozuka said, 'Most of these camps would be viable if tp moves worked properly.' They don't, so the camps will remain dead until that's fixed. Mob abilities that are likely to cause a wipe (Bomb Toss, Grand Slam), mob abilities that are one shot drops (Catoblepas, stomping. Raptors - everything tbh), egregious levels of defensive spam that drag a fight out longer than it should be in spite of a red mage's best effort to dispel - especially when this comes in combination with a powerful offensive that can one shot a group member, etc render a camp not viable. All of these are conditions that I don't recall existing in retail, save notable exceptions like Skeletons. I don't measure viability on a scale of '15-20K an hour or gtfo.' I measure it on the 2005 era scale of "Can a group get chain 5?" If yes, camp viability depends on level range and why the chain stopped. In the 12-40 range I expect MP breaks - possibly every chain as not all parties are created equal. Level 40+ those should be fewer and farther between. If the group can't chain effectively, there are an excessive amount of KOs, and I can't conceive of a change that would bring the camp in line with the 2005 XP/hr expectation, the camp is simply not viable.

Bear in mind in 2005 players were subbing warrior or thief, no ninja tanks or players with ninja subbed in sight, usually wearing jank for gear, and meeting that (low) standard. Point blank, XP mobs still have some for serious tuning issues that effectively break camps at various levels, and calling those camps 'not ideal' is an understatement of the issue. They are in fact broken and nonviable, even by 2005 standards.

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PostPosted: Sun Jun 23, 2019 6:25 am 
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Joined: Sun Jul 15, 2018 1:10 pm
Posts: 556
Aewyn wrote:
Wolffhardt wrote:
Aewyn wrote:
Well, I'm not saying Qutruubs don't need a fixing. But look at all the goblin camps we can't really use. Beetles and crabs seem to suck for XP, both were passable on retail. I've never seen anyone delving into Quicksand Caves or using the Altepa region to skirt Crawler's Nest. I doubt anyone's going to Bibiki in the mid 60s anymore in spite of Bibiki having enough mob density to feed AU levels of XP. Cape Terrigan, Gustav Tunnel, Lower Delkfutt's Tower...I could probably go on, but I'm sure you get the picture. There ought to be a wealth of camps at all levels, not just a handful that are good and then a bunch that either don't exist here or barely function so no one wants to bother.

I'm more concerned with camps that don't function well/at all than I am things like Dvucca. Which people *did* use in era in retail on my server, assuming we could find people that actually had the staging point. Especially if we somehow get another influx of players and the game's populace doubles again, we're going to need all the working camps we can get - though I fully understand why Nas is spending more time on mid to endgame stuff. I'm sure the population is more to heavy with most at or near endgame at this juncture.



Do those camps not exist/work here, or have people just realized that there's better things to do with your time if the better XP camps aren't available?


Most of the camps in the zones I've pointed out don't work. Do they exist? Well, mobs are there, though in some cases (Mountain with beetles in Western Altepa, G-7 to H-7 for example) there seems to be an issue of scarcity I don't recall existing in retail. Are those mobs tuned so a reasonably equipped, intelligently constructed XP party can chain them effectively? Not really.

Like Kurozuka said, 'Most of these camps would be viable if tp moves worked properly.' They don't, so the camps will remain dead until that's fixed. Mob abilities that are likely to cause a wipe (Bomb Toss, Grand Slam), mob abilities that are one shot drops (Catoblepas, stomping. Raptors - everything tbh), egregious levels of defensive spam that drag a fight out longer than it should be in spite of a red mage's best effort to dispel - especially when this comes in combination with a powerful offensive that can one shot a group member, etc render a camp not viable. All of these are conditions that I don't recall existing in retail, save notable exceptions like Skeletons. I don't measure viability on a scale of '15-20K an hour or gtfo.' I measure it on the 2005 era scale of "Can a group get chain 5?" If yes, camp viability depends on level range and why the chain stopped. In the 12-40 range I expect MP breaks - possibly every chain as not all parties are created equal. Level 40+ those should be fewer and farther between. If the group can't chain effectively, there are an excessive amount of KOs, and I can't conceive of a change that would bring the camp in line with the 2005 XP/hr expectation, the camp is simply not viable.

Bear in mind in 2005 players were subbing warrior or thief, no ninja tanks or players with ninja subbed in sight, usually wearing jank for gear, and meeting that (low) standard. Point blank, XP mobs still have some for serious tuning issues that effectively break camps at various levels, and calling those camps 'not ideal' is an understatement of the issue. They are in fact broken and nonviable, even by 2005 standards.


I've had quite successful parties in Western Altepa within my LS WITHOUT a PL and we've done a solid pace for the low 40's. Camp is fine. It's not as fast as CN but it's viable if CN is full. Chain 5/6/7 without issue. Brd has to not suck.


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PostPosted: Sun Jun 23, 2019 11:29 am 
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Posts: 2629
Aewyn wrote:
Wolffhardt wrote:
Aewyn wrote:
Well, I'm not saying Qutruubs don't need a fixing. But look at all the goblin camps we can't really use. Beetles and crabs seem to suck for XP, both were passable on retail. I've never seen anyone delving into Quicksand Caves or using the Altepa region to skirt Crawler's Nest. I doubt anyone's going to Bibiki in the mid 60s anymore in spite of Bibiki having enough mob density to feed AU levels of XP. Cape Terrigan, Gustav Tunnel, Lower Delkfutt's Tower...I could probably go on, but I'm sure you get the picture. There ought to be a wealth of camps at all levels, not just a handful that are good and then a bunch that either don't exist here or barely function so no one wants to bother.

I'm more concerned with camps that don't function well/at all than I am things like Dvucca. Which people *did* use in era in retail on my server, assuming we could find people that actually had the staging point. Especially if we somehow get another influx of players and the game's populace doubles again, we're going to need all the working camps we can get - though I fully understand why Nas is spending more time on mid to endgame stuff. I'm sure the population is more to heavy with most at or near endgame at this juncture.



Do those camps not exist/work here, or have people just realized that there's better things to do with your time if the better XP camps aren't available?


Most of the camps in the zones I've pointed out don't work. Do they exist? Well, mobs are there, though in some cases (Mountain with beetles in Western Altepa, G-7 to H-7 for example) there seems to be an issue of scarcity I don't recall existing in retail. Are those mobs tuned so a reasonably equipped, intelligently constructed XP party can chain them effectively? Not really.

Like Kurozuka said, 'Most of these camps would be viable if tp moves worked properly.' They don't, so the camps will remain dead until that's fixed. Mob abilities that are likely to cause a wipe (Bomb Toss, Grand Slam), mob abilities that are one shot drops (Catoblepas, stomping. Raptors - everything tbh), egregious levels of defensive spam that drag a fight out longer than it should be in spite of a red mage's best effort to dispel - especially when this comes in combination with a powerful offensive that can one shot a group member, etc render a camp not viable. All of these are conditions that I don't recall existing in retail, save notable exceptions like Skeletons. I don't measure viability on a scale of '15-20K an hour or gtfo.' I measure it on the 2005 era scale of "Can a group get chain 5?" If yes, camp viability depends on level range and why the chain stopped. In the 12-40 range I expect MP breaks - possibly every chain as not all parties are created equal. Level 40+ those should be fewer and farther between. If the group can't chain effectively, there are an excessive amount of KOs, and I can't conceive of a change that would bring the camp in line with the 2005 XP/hr expectation, the camp is simply not viable.

Bear in mind in 2005 players were subbing warrior or thief, no ninja tanks or players with ninja subbed in sight, usually wearing jank for gear, and meeting that (low) standard. Point blank, XP mobs still have some for serious tuning issues that effectively break camps at various levels, and calling those camps 'not ideal' is an understatement of the issue. They are in fact broken and nonviable, even by 2005 standards.


Ironically, one of the camps you mentioned in this quoted post as not viable is being abused fairly regularly by XP parties.

_________________
Kazen wrote:
...TopShelf told Nas to roll back all your ZNM gear, do the gilpocalypse and nerf Fishing/RNG into the ground.


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