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Old 03-13-2008, 07:29 AM   #1
Ivramire
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I don't know about you, but I'm tired of competing for mobs with people 20, even 30 levels below me. Level 30s and 40s in FoS when there are so many other places for them to optimally grind is no fun at all. If the limit was only 30 lvls, it wouldn't change a thing. Just saying, that if it's implemented, that 30lvls is too little to make a difference.
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Old 03-13-2008, 07:43 AM   #2
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Before you think about just your level group, think of how it'd effect others. In the end, it may benefit you. With 20-25, 30s- would be out of Uruga, eliminating a lot of competition, then 40s and 50s could have CP, SEG, Uruga and parts of AEW. 60s could have parts of AEW and FoS, 70s could have parts of FoS and BR(assuming it'll get implemented soon). They would all have CP1 and 2, also battlegrounds. We really aren't at a loss in zones and areas, but its just that everyone wants the highest amount of exp they can get, so most assume its Uruga/AEW/FoS so they ALL go there, even if they won't get quests for that area til 30 levels later.

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Old 03-13-2008, 07:59 AM   #3
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Originally Posted by Yosei
What do you guys think they should do?
I would Bring out BR and watever the map after BR is called!

i think we have this population problem, coz characters in Fiesta can kill mobs up to 30 levels above them in a party... which i dont really see the problem...

The problem arise when level 6x and 7x should be killing mobs that are lvl 9x - 10x, but its not available to them... so they're stuck at grinding things on their own level... which is FoS....

high levels have a problem with lower levels grinding where they are, coz they've got no where else to go and these high levels are more than capable to grind at places two maps above wat we've got...

I guess putting a 30 lvl restriction means the plvling scenario will slow down a bit.... (but probably not by much)

If they wanna solve the population scenario they gotta put more maps in...

otherwise... chagne 30 to 25 levels doesnt seem to make much difference.. and 20 levels gets a bit rigid for higher lvls (45+?)
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Old 03-13-2008, 08:47 AM   #4
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If i had something to say in that matter. I would suggest that monster get an att/def boni for every lvl they are over the attackers lvl. That way people who are way below the monster lvl could still fight them one after another, but they couldn't aoe them anymore.
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Old 03-13-2008, 11:31 AM   #5
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Originally Posted by Hessah View Post
I would Bring out BR and watever the map after BR is called!

i think we have this population problem, coz characters in Fiesta can kill mobs up to 30 levels above them in a party... which i dont really see the problem...

The problem arise when level 6x and 7x should be killing mobs that are lvl 9x - 10x, but its not available to them... so they're stuck at grinding things on their own level... which is FoS....

high levels have a problem with lower levels grinding where they are, coz they've got no where else to go and these high levels are more than capable to grind at places two maps above wat we've got...

I guess putting a 30 lvl restriction means the plvling scenario will slow down a bit.... (but probably not by much)

If they wanna solve the population scenario they gotta put more maps in...

otherwise... chagne 30 to 25 levels doesnt seem to make much difference.. and 20 levels gets a bit rigid for higher lvls (45+?)
Whilst I think you got mostly everything right. The only thing your missing is why we saw level 30's and 40's in the Burning Rock asking for parties (besides doing the fire spirit quest.)


The true solution is to make weapons and armour exponential in nature.

What does this mean?

Well if the level 60 armour gives 100 def, 51 evasion, and 67 magic defense, then make the level 70 armour give 400 defense, 200 evasion, somewhere around 250 magic defense.

While the numbers sound crazy, if the level 70 monsters were balanced to that armour, and give tons more experience than they do now (factor of 3 or 4) then we would have a better situation here.

It would mean that level 60's could only kill in a level 70 zone with the assistance of a party. No level 50 could concieve even hitting a level 70 monster because of the evasion, never mind surviving a single hit because the attack, and defense is a*a (a-squared; where a is the factor of increase.)

This would create a nice gradient effect so as long as the character levelling stats create a smoother transition into the difference between armour stats.
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Old 03-13-2008, 06:46 PM   #6
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I think instead of messing around with the mobs... a simpler and more effective way would be to restrict access to areas entirely according to level.

As it is now, the only areas restricted by level are the "farmable" boss dungeons. I think some maps ought to be restricted in this manner as well. Like CP and Uruga.
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Old 03-13-2008, 06:52 PM   #7
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IMO they could just increase the % gap in exp you don't get if based on the level difference so it won't be worth to go to those places in lower levels anymore. heck, let them kill the harder mobs, but they won't get even the exp someone their level soloing in the appropriate area would lol.
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Old 03-13-2008, 07:01 PM   #8
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That still wouldn't negate the problem of low levels wandering where they shouldn't be. The only way to have people out of the maps they're not supposed to be in is by restricting access. Now, you might say it's too limiting to the player's freedom to explore the world, but seriously, this game doesnt work like that.

If this game was fully open world like some other games (with no gates or "maps" but one big world) then it would be relevant to let people wander where they please. Because in that type of game, there is NEVER a need to "contend" with others for a "spot" of mobs... you always have some kind of place where you can grind easy, because the world is so big.
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