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Dragging Through SMFollow

#27 Jan 24 2012 at 12:13 AM Rating: Good
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Critical Failures while crafting....

Don't get me started.

Failures while crafting was bad enough, but to be honest, say a Master Cook... You're level 100 and you go to cook a Level 1 recipe, do they REALLY need the constant 5% break chance? I mean, Honestly?

How often do Rachel Ray, Guy Fieri, Paula Deen, etc fail to make a ham sandwich and end up dumping all the materials required to make it?

Or for a more hilarious route, let's say... oh, I don't know, a fashion designer. How often does a master seamstress fail to make a simple t-shirt or the like? How often does a master carpenter IRL fail to cut a 2x4 in half and end up losing the entire piece of lumber?

It was just so utterly and ridiculously stupid and part of what caused us to quit was the sheer frustration of having to gather 2x of everything when we just wanted to make one item just because it could fail and we lose the materials.

Doesn't matter what it was, a Level 5 sword here, a Level 10 piece of armor there. Better bring lots of extra mats, because it could fail!
#28 Jan 24 2012 at 12:16 AM Rating: Good
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Oh, and how about 95% of all equipment in the game being absolutely useless?

From the Mid-level armor that has nothing but defense on it, to the utterly yucky stats on some low-level pieces (I remember the time I saw +1 CHR on an item that a beastmaster can't even wear, or how about that +1 CHR Latent Effect that you had to have /bst for?), or how you'd find extremely rare mob, only up once every couple days and it drops an utter piece of crap that nobody uses. It is like "why did they even bother?"
#29 Jan 24 2012 at 1:03 AM Rating: Good
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Lyrailis wrote:
Critical Failures while crafting....

Don't get me started.


I started FFXI on the day of release in '03, and by the time I quit 3.5 years later, I think my goldsmithing was at 44. Losing the mats infuriated me.
I ended up doing all the helm sort of gathering, fishing, and chocobo digging for my gil. Which was not bad at all, at least for me.
When I started playing WoW, I was floored with every successful craft. Couldn't believe it.
#30 Jan 25 2012 at 12:15 AM Rating: Good
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Lyrailis wrote:
FFXI at its core was a decent game with so many flaws. It could have been worlds better if they had just changed a few things. But, sadly, the Japanese own that game, and they are... quite stubborn about change. They do things their way and their way only. Oh well. I'll try and remember the things I liked about the game.


Some of FFXI's mechanics were really neat in my opinion, particularly the Elemental system. I wish another game would implement something so in-depth!

For you guys who never played, light and dark elements, along with fire, ice, wind, earth, lightning and water were each represented by: Days of the week, stars in the night sky (at each point of the compass), weather effects and crystals that you used for crafting. Even your basic character stats were related to the elements in some way.

Using a fire spell on Firesday (or whatever it was called) gave it a chance for more damage. Likewise if you were in the desert and the fire weather effect was active. Up to two weather effect icons could appear, and the bonus from both could stack. (They'd also stack with the day, if the timing was perfect!)

Crafting with a fire crystal on that day would result in a better chance at success. But using a fire crystal on the water day would result in more failure, as fire is weak to water. You could also face a certain direction, based on the element associated with that direction, to alter your results.

It's an amazing system that was mired in too much grind for most to enjoy it unfortunately.



Anyways! To pretend I was somewhere near on-topic...level 7 + SM = not really worth the trouble, you'd receive pretty big exp penalties anyways if I'm not mistaken.
#31 Jan 25 2012 at 10:26 AM Rating: Good
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The other issue with taking low level characters through dungeons is aggro radius.

The distance at which you get aggro from mobs is proportional to the level difference between you and the mob. There do seem to be some idiot mobs that will attack you whatever but still.

This means that entering Sm at 7 - if you could - would probably mean so many deaths from mobs that would only need a single hit to remove your meagre hp that it would be frustrating for you and your chaperone. And if they were not a ressing class even more so. The only way it would work would be for the chaperone to kill everything well ahead of you and how much fun is that. A moment's inattention and - oops lowbie pate all over the flagstones!

Also the major exp gains are from either doing the dungeon in a grope at appropriate level or doing the dungeon quests. being carried is fine for DE mats or farming cloth but 7 is just too low for SM.
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#32 Jan 25 2012 at 10:52 AM Rating: Good
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SM was always a bit weird when it came to the level required to enter because its four wings covered a really wide span of levels. You could get into the Cathedral (highest) wing at the same level you could get into the Graveyard (lowest) wing. I think the level required used to be in the mid 20s back then and I remember if you took a level 30ish or lower character into Cathedral, the mobs near the entrance would aggro on them immediately upon zoning in.

It's not as bad in that way anymore though since they have an area for the questgivers just inside each instance. You still have to keep a lowbie a good ways back from the mobs if the level difference is extreme but it's not really that hard to do if both players are good and attentive to their surroundings.


I remember a long, long time ago before BC when a level 60 guildie offered to help some of us through Scholo. I think I was the lowest at around level 50 and I knew I was way too low of a level to be of much use in there so I kept way back and only hit things that were dragged back. We probably would have been okay if all of use 'lowbies' would stay back but there was a Warrior who would constantly charge up to the mobs that the level 60 Hunter's pet was tanking and of course that would aggro mobs from other groups and then we'd wipe and after several of those, the guildie said she ran out of time and so that was the end of the run.

So, always remember, while it's nice to have someone offer to run you through instances, you should try to do your best not to make the run harder for the person doing the run than it should be. Pay attention to your surroundings and keep well back so you don't aggro extra mobs that could easily get you killed before the high level person can get control of them all.
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