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The Crabs are gone, enter the SquirrelsFollow

#1 Sep 11 2010 at 8:08 PM Rating: Decent
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Honestly, I'm getting fed up with fighting the same re-colored squirrel from Level 1-17.
Also, one or two cute "Killer-Bunnies" per game or film are pretty cool (see http://www.youtube.com/watch?v=XcxKIJTb3Hg).
But getting your *** one-shot as a LV 17 warrior clad in 40kg of steel plate by a *hamster* becomes old pretty fast.

Sorry SE, but doesn't copy-pasting starter area stuff and just changing the name over and over and over for 99 Levels in 2010 feel wrong for anyone else? Is it so hard to give the higher level models at least some, let's say, talons or horns to set them apart from their Level 0.5 cousins?
#2 Sep 11 2010 at 8:18 PM Rating: Good
yeah the starting zones are lackluster. where are the enemy camps? where are the towers and dungeons (remember sarutabaruta)? where are the nests? All I see is a landmass with animals running around randomly, doesnt feel like a habitat at all :(
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#3 Sep 11 2010 at 8:30 PM Rating: Excellent
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DirectorCobbs wrote:
yeah the starting zones are lackluster. where are the enemy camps? where are the towers and dungeons (remember sarutabaruta)? where are the nests? All I see is a landmass with animals running around randomly, doesnt feel like a habitat at all :(


Yeah, it does feel somewhat empty... >_<
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#4 Sep 11 2010 at 8:41 PM Rating: Good
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It is pretty empty for a zone. I mean for as big as it is, it just feels extremely empty. Uldah has squirrels, limsa has rats, gridania has um...dunno as I don't really care for the forest overall.

It is a final fantasy game, so recycled mobs with new skins are to be expected. It has happened since the first game, and as recent as the thirteenth (behemoths for example). I was actually just joking about the Holy Hand Grenade of Antioch with a friend earlier because I mentioned getting beaten down by puny animals that could be stepped on, yet we are charged with saving the world.
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#5 Sep 11 2010 at 9:11 PM Rating: Good
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Yeah after a week I gave up today. I don't know if the starter zones are empty of mobs cause of it being a beta or not but I'm gonna wait for my girlfriend to get her Collectors edition and try it out on hers first to see the changes.

I can't imagine SE will leave the starting zones this empty of mobs when retail hits and everyone and their mothers are trying to hunt down a mob for XP.

The critter hunt has annoyed me as well. My marauder is lvl 15 and I've been killing the same critters for 15 levels. Some of them one shots me as if I ran into a lvl 50+ zone when I actually ran less than a minute from the last spot I killed a critter that was blue to me.

this being my first FF experience (been a mmo player for 10 years or so now) I am trying really hard to keep an open mind and wait for the retail

Edited, Sep 11th 2010 11:12pm by victrix82
#6 Sep 11 2010 at 9:30 PM Rating: Excellent
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Quote:
Sorry SE, but doesn't copy-pasting starter area stuff and just changing the name over and over and over for 99 Levels in 2010 feel wrong for anyone else? Is it so hard to give the higher level models at least some, let's say, talons or horns to set them apart from their Level 0.5 cousins?


That was something that Aion did rather nicely imo. As you leveled up, the family of mob got progressively more badass looking. It was comsetic, but very nice nontheless.
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#7 Sep 11 2010 at 10:04 PM Rating: Excellent
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KacesofCaitsith wrote:
Quote:
Sorry SE, but doesn't copy-pasting starter area stuff and just changing the name over and over and over for 99 Levels in 2010 feel wrong for anyone else? Is it so hard to give the higher level models at least some, let's say, talons or horns to set them apart from their Level 0.5 cousins?


That was something that Aion did rather nicely imo. As you leveled up, the family of mob got progressively more badass looking. It was comsetic, but very nice nontheless.
Apparently some people haven't seen the higher level moles from **** (sorry for the tiny pic).
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#8 Sep 11 2010 at 10:31 PM Rating: Good
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Did he slap a lenght of chain on his back or something? its really hard to tell whats goin on there.
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#9 Sep 12 2010 at 12:23 AM Rating: Decent
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Standard SE bs. The more of this beta I explore, the more I'm not liking this game.

http://i841.photobucket.com/albums/zz332/jonathandcowden/ffxivbeta.png
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#10 Sep 12 2010 at 12:29 AM Rating: Excellent
You have to explore the starter zones. The mobs aren't always conveniently located where you might think to look for them. I just found a spot today while putzing around with my marauder that was probably the best little entry level area I've come across to date. 6-8 spawn points in one location and if they weren't already respawning when I was done killing off the first wave I could take a short run to a nearby spot with another 4-6 mobs. By the time those were dead, the first area was usually fully respawned.

And here's the difficulty...as it existed with XI and as it will exist with XIV...SE didn't make enough for everyone (unless they dramatically increase mob density in the starter zones for official service). That means people are reluctant to share the precise locations of the little gem farm/grind spots they come across because they usually don't support more than 2-3 people. That's been a major failing of SE's zone design through CoP in FFXI and it looks like the rank 1-15 stretch is facing the same thing in XIV.
#11 Sep 12 2010 at 12:36 AM Rating: Good
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I'm surprised this thread isn't about moles instead of squirrels.
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#12 Sep 12 2010 at 12:44 AM Rating: Good
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http://www.flickr.com/photos/47400209@N03/4981399887/lightbox/

This guy was right next to Ul'dah.

I get what you're saying though. Maybe in FFXVII we'll see oversized squirrels, like how the crabs are over-sized now.
#13 Sep 12 2010 at 12:44 AM Rating: Good
RedGalka wrote:
I'm surprised this thread isn't about moles instead of squirrels.


Marmots. My vote is for marmots. I **** you not, I got my pugilist from rank 1 to rank 6 just by running along the road from Gridania to Ul'dah and killing every marmot I found along the way. Star Marmots and Thistletail Marmots. I got enough skins and meat to make my own army of necrotic marmot automatons. They were last seen marching single file into the women's restroom off the inn in Ul'dah.
#14 Sep 12 2010 at 12:48 AM Rating: Good
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But with moles you can just sit on your *** and they spawn instantly: It's like shooting fish in a barrel!

Edit: Squirrels for 1-6 I can understand but all the way to 17? Then it's more like you've gone out of your way just to find squirrels.

Edited, Sep 12th 2010 8:50am by RedGalka
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#15 Sep 12 2010 at 1:55 AM Rating: Default
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Oh yes! Some of the Squirrels in the Eastern Forest around Camp... Camp... Camp... well, the Camp Horizon equivalent in Gridania region make excellent in-between EXP even at 17.
Sadly.
#16 Sep 12 2010 at 2:27 AM Rating: Decent
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Quote:
Sorry SE, but doesn't copy-pasting starter area stuff and just changing the name over and over and over for 99 Levels in 2010 feel wrong for anyone else? Is it so hard to give the higher level models at least some, let's say, talons or horns to set them apart from their Level 0.5 cousins?


PS3 limitations.
#17 Sep 12 2010 at 2:40 AM Rating: Excellent
The One and Only Aurelius wrote:
RedGalka wrote:
I'm surprised this thread isn't about moles instead of squirrels.


Marmots. My vote is for marmots. I sh*t you not, I got my pugilist from rank 1 to rank 6 just by running along the road from Gridania to Ul'dah and killing every marmot I found along the way. Star Marmots and Thistletail Marmots. I got enough skins and meat to make my own army of necrotic marmot automatons. They were last seen marching single file into the women's restroom off the inn in Ul'dah.


Smiley: laugh

That's exactly what I did as well. The road part, not the zombie rodent army part. There were surprisingly few people and surprisingly abundant marmots.

Something to consider though:
If you guys think mobs in starter areas are overcamped now, you're really going to be in for a shock when the game is released. Imagine an entire MMO population all at the newbie levels in the same few areas. For all you CE buyers, do yourselves a favor and use those extra 6 1/2 days (factoring in a very optimistic 1 1/2 days of downtime/crashes/maintenance) to get yourselves to the level 10 camp ASAP. The influx of the 9/30 players will just make trying to get newbie-zone mobs twice as bad.
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#18 Sep 12 2010 at 2:44 AM Rating: Excellent
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I'm sure SE has a Marmot slider that they'll adjust accordingly...
#19 Sep 12 2010 at 3:43 AM Rating: Default
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And with the current system, you can't even switch to higher Level mobs in a party.
We chained Aldgoat Billies today all right, but EXP was pathetic. And even the
log was full of bugs. Sometimes it wouldn't award me any Skill PTs at all, sometimes
the numbers wouldn't add up, and once I was awarded Skill PTs thrice in a row.
Not during a fight, mind you. I'm talking about the sum total awarded after a fight.
#20 Sep 12 2010 at 3:47 AM Rating: Decent
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i plan to get to the lvl 10+ camp asap before SE removes marmots when the 9/30 ppl join in on the fun. =)
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#21 Sep 12 2010 at 3:50 AM Rating: Decent
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i was one shotted by a ladybird yesterday >.<
#22 Sep 12 2010 at 4:02 AM Rating: Decent
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Osarion, Goblin in Disguise wrote:
The One and Only Aurelius wrote:
RedGalka wrote:
I'm surprised this thread isn't about moles instead of squirrels.


Marmots. My vote is for marmots. I sh*t you not, I got my pugilist from rank 1 to rank 6 just by running along the road from Gridania to Ul'dah and killing every marmot I found along the way. Star Marmots and Thistletail Marmots. I got enough skins and meat to make my own army of necrotic marmot automatons. They were last seen marching single file into the women's restroom off the inn in Ul'dah.


Smiley: laugh

That's exactly what I did as well. The road part, not the zombie rodent army part. There were surprisingly few people and surprisingly abundant marmots.

Something to consider though:
If you guys think mobs in starter areas are overcamped now, you're really going to be in for a shock when the game is released. Imagine an entire MMO population all at the newbie levels in the same few areas. For all you CE buyers, do yourselves a favor and use those extra 6 1/2 days (factoring in a very optimistic 1 1/2 days of downtime/crashes/maintenance) to get yourselves to the level 10 camp ASAP. The influx of the 9/30 players will just make trying to get newbie-zone mobs twice as bad.


I can see that happening. Luckely the Ul'dah lv 20 camp zone has lowby mobs hidden to the far north and south. I doubt the "newcomers" will resort to those places. Not until I'm done with them anyway =]
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#23 Sep 12 2010 at 6:59 AM Rating: Default
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Kierk wrote:
I'm sure SE has a Marmot slider that they'll adjust accordingly...


No, they're too fond of putting static times on respawns.

The problem is, they had already designed the layout and spawn frequency of monsters based on how the game would be down the line with the original (slow as ****) battle system from alpha. Since then they've transformed it into a faster (but still fairly slow) button mashing system and didn't adjust the mob spawns in relation to the increased kill speed.
#24 Sep 12 2010 at 7:22 AM Rating: Good
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Quote:
I'm sure SE has a Marmot slider that they'll adjust accordingly...


Lol +1

Quote:
The problem is, they had already designed the layout and spawn frequency of monsters based on how the game would be down the line with the original (slow as @#%^) battle system from alpha. Since then they've transformed it into a faster (but still fairly slow) button mashing system and didn't adjust the mob spawns in relation to the increased kill speed.


They have adjusted enemy locations more than once since the start of alpha. I know for a fact they changed them from B3 to Open Beta.


#25 Sep 12 2010 at 11:32 AM Rating: Good
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The crabs aren't gone, they're just 3x bigger and they'll snip you in half like a twig ;)

Although when you think about it, in XI we never fought crabs until the Dunes, at level 20. It might be possible to exp on crabs at 20, and there are quite a few beaches in La Noscea where they congregate.

I wouldn't assume that the mobs present in beta are all the same as they'll be on retail. They're holding stuff back from the beta, they don't want to give away the whole game experience before it opens.
#26 Sep 12 2010 at 12:19 PM Rating: Decent
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Although when you think about it, in XI we never fought crabs until the Dunes, at level 20.

What...

You're doing it wrong...
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#27 Sep 12 2010 at 12:30 PM Rating: Good
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Quite honestly, I don't recall exping too much on crabs in FFXI. Valkurm, sure...Kuftal, yeah...Boyadha Tree, definitely. But for each place, you could've gone elsewhere to get exp that wasn't off of crabs. Those were just the popular places. I also remember exping off of almost every mob type except for elementals. I even exp'd on cactuars just to try something different.

Just because a mob is abundant doesn't mean you HAVE to exp on it necessarily. I'm sure if you look back on many other MMOs, you'll notice that a lot of them have a mob type that is consistently fought throughout the level ranges. Mostly because people automatically associate weaknesses of that mob and it's overall difficulty with what a party can handle effectively.
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#28 Sep 12 2010 at 12:35 PM Rating: Decent
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They look and act like ferrets to me, I lol when it appears they drag their butts on the ground. Much like ferrets do.
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#29 Sep 12 2010 at 12:36 PM Rating: Default
Also remember exp-per-hour wasnt the only important thing in FFXI. So was SAFETY. We levelled on crabs and other trashy mobs a ton because they couldn't really kill a decent party. Meanwhile, the higher exp-per-hour mobs were risky, because they actually COULD kill us, so the risk often wasn't deemed worth it.
In ffxi, you's usually skip certain mob types simply because they weren't worth it. You might move on to a new area to level, because that's where the risk-free mobs would be.
You COULD choose to stay where you were and fight the more risky mobs, but for many players and parties, it wasn't worth the tension and possibility of death.
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#30 Sep 12 2010 at 12:50 PM Rating: Good
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I wish I had that problem with monkey mobs. But there never seem to be enough of them.
#31 Sep 12 2010 at 12:52 PM Rating: Decent
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You guys know about a 1/4 of a mile North East of Ul'Dah, literally outside the city, there are beastmen right? I've walked beta up and down and the mob variety is large - If you guys are still killing squirrels and rats its because you choose to, not for lack of mobs - there's plenty and most of the time when they use the same mob they re-skin it such as the mole whose picture was posted a few posts up.

P.S. Beastmen look freakin amazing, here's a pic: http://s966.photobucket.com/albums/ae146/10mack10/?action=view&current=1284160655.jpg

These guys are right outside Ul'Dah.

Edited, Sep 12th 2010 2:58pm by SolidMack
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#32 Sep 12 2010 at 12:52 PM Rating: Good
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You have to really explore the areas....seriously.

In my 2 hour run the other night I ran into a ton of new mobs.

I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.
http://img713.imageshack.us/i/1283831373.jpg/

Edited, Sep 12th 2010 3:14pm by Swagtronica
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#33 Sep 12 2010 at 1:01 PM Rating: Excellent
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Quote:
I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.

You're lucky. I just got mugged..

But I DID also find some hippogryph monsters all over the place in that zone with the big castle.
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#34 Sep 12 2010 at 1:02 PM Rating: Good
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RedGalka wrote:
Quote:
Although when you think about it, in XI we never fought crabs until the Dunes, at level 20.

What...

You're doing it wrong...


Well, it might not have been 20. It has been YEARS since I was a noob in the dunes. And now that I think of it, there were some noob crabs in Sarutabaruta.

But my larger point stands, the current mob composition may not be the one we see in retail.

Edited, Sep 12th 2010 3:04pm by Solimurr
#35 Sep 12 2010 at 1:13 PM Rating: Default
Swagtronica wrote:
You have to really explore the areas....seriously.

In my 2 hour run the other night I ran into a ton of new mobs.

I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.

No pics? Would be nice.

But the zones aren't designed in a very enjoyable way, mob-wise. It could really be described as being that simple
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#36 Sep 12 2010 at 1:20 PM Rating: Good
I dunno about to 17.... lol I haven't gotten a DoW/DoM class that far - but right now my conjurer is level 13 and I can tell you I haven't just been soloing marmots, imo - from level 1-2 all you can do safely is the easy marmots/rats - then you can add in moles/funguars/cobyns/beatles from 2-4 then from 5-7 you can do rat-marmots-moles-coblyns-funguars-beatles-fireflies - I found prey annoying to find good exp for a conjurer solo from 7-9 - so I did leves from 7-8 and then from 8-9 I duoed dodos with a THM at the same level. Once I hit 9 I was soloing puks and select roselings and chigoes... at about 11 I could pretty confidently solo dodos as well.

Prey is too scarce, but there is a decent variety that can be soloed after level 5. There just isn't much of it - which is why I've been suggesting that actually duoing and trioing makes a lot of sense because there often seems to be a lot of dodos and puks and slightly higher stuff around, if you are teamed up you have access to more prey types and other than having to share exp (based on hits) there isn't much downside. That's my take.

That said I am going to be burning up as fast as I can on my conjurer during the CE pre-play period. Then when the mobs hit the streets I am going to sit back with the crystals and craft up for the masses. Faster respawn times would be nice - I have to wonder if it is SE trying to get people to party up faster though.
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#37 Sep 12 2010 at 1:24 PM Rating: Good
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DirectorCobbs wrote:
Swagtronica wrote:
You have to really explore the areas....seriously.

In my 2 hour run the other night I ran into a ton of new mobs.

I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.

No pics? Would be nice.

But the zones aren't designed in a very enjoyable way, mob-wise. It could really be described as being that simple


Sure but they aren't that close because I was afraid of aggro.

Ahirman and large wasp.
Ul'dah Beastmen.
Dragon type monster.
Shadow monster and Bomb.
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#38 Sep 12 2010 at 1:27 PM Rating: Decent
Swagtronica wrote:
DirectorCobbs wrote:
Swagtronica wrote:
You have to really explore the areas....seriously.

In my 2 hour run the other night I ran into a ton of new mobs.

I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.

No pics? Would be nice.

But the zones aren't designed in a very enjoyable way, mob-wise. It could really be described as being that simple


Sure but they aren't that close because I was afraid of aggro.

Ahirman and large wasp.
Ul'dah Beastmen.
Dragon type monster.
Shadow monster and Bomb.


That's strange, the beastmen didn't have a camp or anything? Looks like they're just placed on a random point of the map. I'm used to seeing mobs in games, at least the humanoid-types, in a habitat of some sort, at least camping out or hunting or ready to pounce at a chokepoint.
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#39 Sep 12 2010 at 1:33 PM Rating: Good
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DirectorCobbs wrote:
Swagtronica wrote:
DirectorCobbs wrote:
Swagtronica wrote:
You have to really explore the areas....seriously.

In my 2 hour run the other night I ran into a ton of new mobs.

I found an Ahriman.
I found a human sized wasp.
I found small dragons, about the size of a billygoat mob.
I ran across a beastman (looks to be a cousin of the Mamool Ja) Abul'ja or something, big and red he decked my *** for 7k damage.
I found moles with spikes on their backs.
I ran into a few bomb type mobs.
Oh, and I happened to even come across a **** shadow mob, like from the Eldieme Necropolis.

No pics? Would be nice.

But the zones aren't designed in a very enjoyable way, mob-wise. It could really be described as being that simple


Sure but they aren't that close because I was afraid of aggro.

Ahirman and large wasp.
Ul'dah Beastmen.
Dragon type monster.
Shadow monster and Bomb.


That's strange, the beastmen didn't have a camp or anything? Looks like they're just placed on a random point of the map. I'm used to seeing mobs in games, at least the humanoid-types, in a habitat of some sort, at least camping out or hunting or ready to pounce at a chokepoint.


Well in all fairness, I made a left at a cave up ahead there.
There were torch posts at the entrance, however one of them saw me and killed me.

So I can not say they have a camp and I can not say that they don't.
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#40 Sep 12 2010 at 1:38 PM Rating: Decent
Well okay that sounds about right. If there werent torches (and likely a lair) then i'd be worried. But it seems as if there's some implementation of mobs into the maps, and its not just random.
I've also come across unlit campfires in the starter zones. I'm wondering if maybe SE will add beastmen/goblin mobs to these campfires once the game releases? Anyone else come across these? Notably in gridania
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#41 Sep 12 2010 at 2:11 PM Rating: Decent
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On a side note: I just noticed after maintenance an area at was full of sheep has been replaced by dodos and marmots oO
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#42 Sep 12 2010 at 3:25 PM Rating: Decent
RedGalka wrote:
On a side note: I just noticed after maintenance an area at was full of sheep has been replaced by dodos and marmots oO


Not only that, but the marmots have been retuned. The Thistletail Marmots I was killing with ease on my way from Gridania to Ul'Dah with my Pugilist? I just came across one with my Marauder (rank 6) that conned red and nearly carved my face off (I ran after it hit me with a somersault for 300 damage). I found a bunch more that were green to me at rank 6. Great skillups and xp. Much nastier than before, though.
#43 Sep 12 2010 at 4:36 PM Rating: Good
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I was wandering North East of Camp Bearded Rock along the road, and came across a cave. Went in and found a ton of those jellyfish named Goddess Girdles, Goobbues, Fallen Pikemen, Some other mob I didn't get close enough to view, Salamanders, and a Fire Elemental.

I went to get a picture of myself by the fire elemental, assuming they would only aggro to magic like in FFXI. I was incorrect. He buttburned me for 4700 damage:/ Still, a wide variety of mobs just a stone's throw from the La Noscea starting camp:)
#44 Sep 12 2010 at 9:04 PM Rating: Default
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Tried making the road route from Ul'dah to Limsa just the other day and while mobs were few (thankfully, as I'm still a lv 8 or so DoW), I did run into some vagabonds / thiefs. Definitely kept my distance. Of course if you take the main Ul'dah fork road and go west, you'll find huge giant ant things not too far from town either. One slammed me for over 1k... a quick visit for sure.

Other pics of mobs look sweet. I'm sure there's a lot more that's just not in the game yet or deeply hidden. I don't think SE would be unwise enough to include *everything* the retail game has in the beta.
#45 Sep 12 2010 at 9:28 PM Rating: Default
album:
http://www.dropbox.com/gallery/11417339/1/FFXIV?h=07cbc7

By the way, that bazaar you see in one of those pics (with the gated entrance) was severely disappointing. Looked very tacked on. As I was heading there, I didn't know what to expect. All I saw on the map was one civilized area with a label, so I thought it must be pretty interesting.

I told some random person to come along with me to explore. I had to pass by a salamander type enemy to continue along the path.
You can see the rest in the chatlog. He decided to keep fighting spriggans and squirrels.

Then I reached the bazaar, and saw a couple buildings and some NPCs standing outside of them WoW-style, doing nothing. The buildings weren't integrated to the landscape at all, they just sat there like lego pieces. Clearly there will be a quest or two there upon release, but the way it was designed was very bland and even out of place. The picture makes it look epic, but once you get in its just a few houses and people standing around.

It was VERY much like the small town south of Rabanastre in FFXII, where they handled basic shipping and trading. Except here it was lifeless, with the NPCs not moving or doing anything, meanwhile in FFXII they were talking, and moving crates stuff around, and children were running around, etc. It felt more alive.

Then the person from before /telled me "are you going to the bazaar?" (it was so deep in the desert, thats the only place he assumed I'd be going to 'explore')
I said "yeah"
He said "you're gonna be disappointed."

:P

But as you can see, the ravine was pretty. But I can't interact with a ravine. Hopefully retail brings more interesting and interactive areas

Edited, Sep 13th 2010 2:33am by DirectorCobbs
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#46 Sep 13 2010 at 12:38 AM Rating: Decent
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I thought you had discovered some new kind of STD ... Anyway.

Maybe they'll have better spawns (or have already) in retail. Willing to bet that the mob changes, aren't them doing something. It's probably just that one type of mob was being killed a lot, and players that were farming it have since moved on.

There are a lot of rats though. And marmots. Not many Raging Ram's unfortunately :( And they drop something useful.

If only there was a really reliable way to get wind shards :( Since that's all Carpentry seems to use... Maybe, the Nutflinging-Marmots need to drop wind shards like 80% of the time since there are so many.
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#47 Sep 13 2010 at 1:00 AM Rating: Decent
Kardall wrote:


There are a lot of rats though. And marmots. Not many Raging Ram's unfortunately :( And they drop something useful.


I want SE to have an "All Mobs are Sheep" day where they replace all mob spawns with those puffy little round sheep mobs, just because they make the funniest sounds when you smack the **** out of them >:D
#48 Sep 13 2010 at 1:11 AM Rating: Default
The ones in the Archltye Steppe in FFXIII were the best sheep I've ever seen ever :P

OH btw I update my album constantly cause its really convenient, so check back if you wanna see new pics and stuff. I'll probably make that folder (which automatically uploads to my online album) my fraps screenshot folder, so whenever i take a screenshot, it goes to my online album. cool huh :P
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