Killing Ifrit - a Final Fantasy community: 11] Grounds of Valor and Dungeon Treasure Caskets / Revamped Monster Placement (04/27/2011) - Killing Ifrit - a Final Fantasy community

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11] Grounds of Valor and Dungeon Treasure Caskets / Revamped Monster Placement (04/27/2011)

#1
User is offline   spira 

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Two new threads have been created in the Updates section of the official forums:
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#2
User is offline   spira 

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  • [dev1011] Grounds of Valor and Dungeon Treasure Caskets

    Alongside revamped monster placement [dev1012], the upcoming version update will see the expansion of existing battle content in the form of Grounds of Valor and new dungeon treasure caskets.

    • Grounds of Valor

      Like its precursor Fields of Valor, Grounds of Valor is a battle system based around the concept of training regimes. These regimes will task adventurers with slaying set quotas of enemies in return for experience, gil, and points called tabs that may be redeemed for a variety of rewards. By undertaking multiple training regimes in the same area, players will find themselves able to fell enemies with greater ease and become eligible for more lavish rewards.

      To participate, examine a "Grounds Tome" located in one of the areas listed below and select your desired regime from the menu.

    • Dungeon Treasure Caskets
      Defeating enemies in the following areas may now result in the appearance of a treasure casket:
      Ranguemont Pass / Bostaunieux Oubliette / Toraimarai Canal / Zeruhn Mines / King Ranperre's Tomb / Dangruf Wadi / Inner Horutoto Ruins / Ordelle’s Caves / Outer Horutoto Ruins / The Eldieme Necropolis / Gusgen Mines / Crawlers’ Nest / Maze of Shakhrami / Garlaige Citadel / Fei’Yin

    *These features are scheduled to be expanded to other areas in coming updates.

  • [dev1012] Revamped Monster Placement

    • Several areas will receive adjustments to monster distribution in order to cater to high-level characters.
    • The level of monsters near the entrance of affected areas will remain unchanged. However, players will encounter higher level monsters as they venture deeper.
    • These adjustments will be implemented alongside Grounds of Valor and Dungeon Treasure Caskets.

      • Affected Areas:

        Ranguemont Pass / Bostaunieux Oubliette / Toraimarai Canal / Zeruhn Mines / King Ranperre's Tomb / Dangruf Wadi / Inner Horutoto Ruins / Ordelle's Caves / Outer Horutoto Ruins / The Eldieme Necropolis / Gusgen Mines / Crawlers' Nest / Maze of Shakhrami / Garlaige Citadel / Fei'Yin

    * Similar adjustments are planned for future version updates.

http://forum.square-...xi/threads/6289
http://forum.square-...xi/threads/6290
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#3
User is offline   Vangoh32 

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Sounds promising.
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#4
User is offline   Derock 

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Oh man I wish I could still XP in Abyssea.
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#5
User is offline   pathwriter 

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I am confused that Zeruhn Mines will become a place of danger for high-level characters. Toraimarai Canal and Bostanieux Oubliette at least have the explanation of being polluted and haunted and, moreover, have historically been moderate-to-high level, but Zeruhn Mines is an active working mine in the middle of a city.

Also, if they're going to add more high-level content (which I assume means something in the 80s to 90s?), can level 65 mobs stop aggro'ing already? I understand the need to keep them Easy Prey for Magian trials and whatnot, but it's a bit ridiculous to be level 90 and still unable to walk through Kuftal Tunnel unmolested.
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#6
User is offline   Nanako 

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On one hand, most of those zones are pretty empty. On the other hand, previous attempts at revitalizing other zones have largely gone unnoticed by the player base. So unless they plan on doing something different this time, they might as well have just left those zones alone.
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