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"New" Aggressive High-Level MobsFollow

#1 Jul 29 2014 at 8:41 PM Rating: Excellent
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So earlier... mom and I were doing rank missions (some long long undone stuff, lol) to get Rank3 on our mules to open up their Mog Gardens for extra stuff per day, and I noticed that they had placed a lot of new enemies in Horutoto Ruins, and I'd have to ask...

I wonder what was going through their minds when they decided to put IT (to a 75) mobs in the direct path of lowbies trying to get Rank2 mission done. It is true that Sneak and Invisible appear to last longer, but I don't get why they'd put _aggressive_ mobs that high level in lowbie areas.

I get that people needed something to level on when they increased the level cap from 75 to 99, but from what I saw in Zeruhn Mines (another lowbie area), they added non-linking, and non-aggressive mobs for that purpose. I know in some other places like Ranguemont Pass, there are aggressive stuff...

I'm just wondering why they chose to put the mobs right next to a lower-level quest/mission objective.

Now, we didn't get killed doing this, mind you... but it leaves us scratching our heads pondering the wisdom of doing something like that. All kinds of out-of-the-way places, and they had to stick em right near a lowbie objective?
#2 Jul 29 2014 at 9:59 PM Rating: Decent
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Wow, that was what, like four years ago?

Up until that point, they had been adding higher-level monsters in disused corners of disused zones, like Riverne. Or at least the aggro ones, since they did put those vultures right outside Tavnazia that still get used from time to time. Then for some reason they put those goblins right along the path in Horutoto.

And what you saw is after they removed a few when people complained. The NW path still has the goblins, the SW path was cleared. But they still some the goblins that you have to pass before the big goblin room.

So spend a few gil on some prism powder.
#3 Jul 29 2014 at 10:07 PM Rating: Excellent
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Elwynbelwyn wrote:
Wow, that was what, like four years ago?

Up until that point, they had been adding higher-level monsters in disused corners of disused zones, like Riverne. Or at least the aggro ones, since they did put those vultures right outside Tavnazia that still get used from time to time. Then for some reason they put those goblins right along the path in Horutoto.

And what you saw is after they removed a few when people complained. The NW path still has the goblins, the SW path was cleared. But they still some the goblins that you have to pass before the big goblin room.

So spend a few gil on some prism powder.


Well, to be fair, I hadn't had any reason to be in that area since... years ago.

And yeah I get the idea of them putting in powerful mobs in out-of-the-way places that nobody goes to, we were just going "...wtf?" when we saw them in places lowbies would have to go.

Also, we can't help but to notice a few old farming spots were ruined by removal of "farm" mobs, and/or switching them from "farm" mobs to high-level mobs. Makes some materials slightly harder to get ahold of (mom swears up and down that several elemental spawn points are gone, thus clusters are harder to get).

Edited, Jul 30th 2014 12:09am by Lyrailis
#4 Jul 29 2014 at 10:44 PM Rating: Excellent
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Yeah, SE got some flak for their curious placement of 75+ mobs in the path of lowbie quest stuff. Not a whole lot was done about it other than, "We'll be more careful in the future!" if I recall. :/
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#5 Jul 30 2014 at 2:17 AM Rating: Decent
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Seriha wrote:
Yeah, SE got some flak for their curious placement of 75+ mobs in the path of lowbie quest stuff. Not a whole lot was done about it other than, "We'll be more careful in the future!" if I recall. :/

IIRC they did move a few of them to less in the way places, but you're right they left many unchanged.

OTOH, my general view was all they had done was replace T/VT/IT level mobs which usually had to be sneaked past (oils/powders) with IT++++++ ones .. IOW gmae play for characters trying to do quests, missions, etc. wasn't hugely affected unless you were over-leveling that content when before this change you could probably have fought your way through instead of skulking in the shadows.
#6 Jul 30 2014 at 4:03 AM Rating: Excellent
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Their flimsy excuse for it was that they wanted to have mobs for people to fight to get to level 99 without the *need* for expansions, particularly Abyssea.

But yeah, they made *numerous* poor placement choices. It's not like they didn't have better options.
#7 Jul 30 2014 at 5:52 AM Rating: Default
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This happened because let's be honest..most vanilla content went untouched for numerous years and to try to get people away from Abyssea or those who seriously disliked abyssea they added monsters into the lowbie areas, same with Promyvion (though slightly more out of the way.)

There were honestly very few ways they could have done it without adding more areas altogether, so in most cases they are actually in spots you NORMALLY never go to, but very few instances (rank missions/very certain quests you normally skip over etc) can they become a problem, like in the horror ruins.
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#8 Jul 30 2014 at 6:01 AM Rating: Good
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There were honestly very few ways they could have done it without adding more areas altogether,


There are plenty of off-the-beaten-path areas they could have used for this that they didn't end up using, even ruling out any expansion zones.

Face it, it just really was not planned out as well as it should have been.
#9 Jul 30 2014 at 6:40 AM Rating: Good
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Theonehio wrote:
This happened because let's be honest..most vanilla content went untouched for numerous years and to try to get people away from Abyssea or those who seriously disliked abyssea they added monsters into the lowbie areas, same with Promyvion (though slightly more out of the way.)

There were honestly very few ways they could have done it without adding more areas altogether, so in most cases they are actually in spots you NORMALLY never go to, but very few instances (rank missions/very certain quests you normally skip over etc) can they become a problem, like in the horror ruins.


Actually one thing can be said about the Prommy areas is if your doing missions there, you see higher level mobs, it usually means your headed the wrong way to the memory recepticals.
So without a map in some cases it has been made easier to navigate around there.
(Not so good if you can't fight off the high level aggro though.)
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#10 Jul 30 2014 at 10:04 AM Rating: Good
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Janeash wrote:
Theonehio wrote:
This happened because let's be honest..most vanilla content went untouched for numerous years and to try to get people away from Abyssea or those who seriously disliked abyssea they added monsters into the lowbie areas, same with Promyvion (though slightly more out of the way.)

There were honestly very few ways they could have done it without adding more areas altogether, so in most cases they are actually in spots you NORMALLY never go to, but very few instances (rank missions/very certain quests you normally skip over etc) can they become a problem, like in the horror ruins.


Actually one thing can be said about the Prommy areas is if your doing missions there, you see higher level mobs, it usually means your headed the wrong way to the memory recepticals.
So without a map in some cases it has been made easier to navigate around there.
(Not so good if you can't fight off the high level aggro though.)


Yeah, those became my unofficial tour guide so to speak. Run by them on your capped job and start getting beat down like you walked into compton, you know you went the wrong way.

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#11 Jul 31 2014 at 5:14 AM Rating: Excellent
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Theonehio wrote:
[quote=Janeash]Yeah, those became my unofficial tour guide so to speak. Run by them on your capped job and start getting beat down like you walked into compton, you know you went the wrong way.
Or you could just look for anything with two names. All the old promy baddies only had one name.
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