FFXI: "Treasures of Aht Urhgan" patched in

The version update arrived along with the patch notes but the stuff specific to the expansion pack won't be enabled for another couple of days (when the exp will hit the shops).

I've already loosely commented what is coming to the game and for the occasion I've reactivated my subscription (and my character was still there after these six months). As already noted not all the features are enabled right away (like the chocobo breeding and circuit) but will be added with the next updates as Enix always did with every expansion (the storyline progresses along the months with new missions, till the cycle is complete and the new exp pack arrives).

The patch notes have some interesting tidbits like NPCs taken as prisoners during the mobs raids and that you have to rescue if you want to have their services back ("Besieged" is the new gameplay mode that creates a conquest system between the characters and beastmen. If the beasmen become too strong they leave their zone and go to charge directly the city, and the players have the duty, all together, to defend it):

(from "Besieged" detailed description)
After Besieged is over, some NPCs in Al Zahbi are taken to the enemy base as prisoners. These NPCs are chosen randomly, and will disappear from town when they are captured. Depending on the NPCs captured, you may lose the ability to purchase goods at certain shops or use the auction house. You can free a captive by acquiring and using the key to their prison.

Plus some sort of communal "party room" that you can rent for obscure purposes:

A new feature called the "Kokba Hostel" has been added. You can reserve the facility for a certain amount of time to use for private functions. Players are provided with a variety of temporary party items and food upon entering the hostel. Attendants and a special hostel chat channel also come with the reservation.

Beside these there are also three fancy diagrams explaning changes to some sort of aggro code. Since I've digged the details I think I can somewhat explain what the fuss is about:

FFXI seems to have issues with claiming mobs. If you are fighting a mob noone around you can attack it if he is not in your party or if you don't break the encounter and call for help. At the same time FFXI is fond of EverQuest and I think you can train the mobs and drag them around to grief noobs. If I remember correctly there was a patch around december to address this problem and this last change was made to address an exploit.

Before this change you could aggro a mob without claiming it (so without locking the encounter), for example with AOE spells. Another party could then claim that mob, locking it, but without aggroing it directly. This would lead to a situation where the guy who initially aggroed the mob couldn't attack it anymore because the other party claimed/locked it but still without getting the aggro. So this guy would finish in a situation where he has a mob pounding on him without any possibility to defend himself since the encounter is locked to the other group.

With the new change this situation cannot happen anymore and the other party can lock/claim the encounter only if it does enough damage to also get aggroed. Basically: before you could lock an encounter without aggroing, now you the "aggro" and "claim/lock" happen together and cannot be separated.

Note for ALL game companies: you should always *explain* the design thoughts and reasons behind the changes, not just objectively *describe* the change.

By looking at the auto-translate new places names and the new region map already in the game for the expansion (which is separated from the standard one) I'm guessing the number of new zones added between 20 and 30 (and not "forty" as some previews claim), which is still rather good if you consider all the efforts in the storylines, cutscenes, (fantastic) soundtracks and brand new gameplay modes. When it comes to "content" and artistic dedication noone is on par with Squaresoft.

To reach the new region you have to take a boat. But to take this boat you need to finish some sort of quest:

A new ship route has been added from Mhaura to Al Zahbi. You must fulfill certain requirements before you can board the ship to Al Zahbi.

Along the same line the three new classes aren't available right away, but they need to be unblocked through quests. Still no clue at which level they are doable and whether they are complicated or not:

The advanced jobs "blue mage," "corsair," and "puppetmaster" are now available. You must clear certain quests in order to acquire the new jobs.

As I can find more details about it, I'll make a post. The total number of classes in the game is now 18.

On the footsteps of "we are all noobs" declarations I have to confess that I've been subscribed for a long time to FFXI. Now try to guess at which level is my character... Well... Level 10. I'm so utterly, hopelessly pathetic.

Now let me say this. I have a new goal in life. Before I'll unsubscribe again my character must reach at least level 15. UBER I SAY! I have to try hard!

And I want one these sooooo much! I really want to see how they are animated in the game:


P.S.
The windower is still broken.

Re: FFXI: "Treasures of Aht Urhgan" patched in

Ya what's up with only 3x GM on one character in UO after playing for THREE years?? Realm rank 4 only??

This whole site that I've been reading every day for a year.... it's like someone who only plays Tee Ball commenting on what it's like to hit a 90MPH fastball.

All that talk about DAOC RvR... RR4 was hard to attain back when a single kill solo was worth MAYBE 100 RP's. You get so many RP's now it's sick. RR5 is attainable in three/four weeks.

Re: FFXI: "Treasures of Aht Urhgan" patched in

Actually the RR4 was on a character that I haven't played for at least two years or more.

In the old frontier I could easily find a group and do nearly 100k RPs each week. Right now I can stand there LFG for hours and then log off. I RvR'd on the classic servers for MANY hours recently, but I use to play around keeps and deliberately hate and avoid ganking groups.

So no RP juice for me.

Re: FFXI: "Treasures of Aht Urhgan" patched in

Why don't you like tactical 8v8 aka gank groups? It's not like a pack of reds running around killing the nubs at the entrance to covetous.

Re: FFXI: "Treasures of Aht Urhgan" patched in

Because I like the "scope" in PvP. If I want to play strictly codified PvP I launch other games where that gameplay is done better and is most fun (from CS to Guild Wars. Heck, even WoW).

I play DAoC for the RvR. For the objectives, for the large battles, for keeps conquest and the "war". Not the redundant, arranged skirmishes between two groups.

Also, I hate running around the map for twenty minutes only to have a fight that lasts 20 seconds on average. It's like a coitus interruptus.

These skirmishes represent the absence of tactics since you just repreat a consolidated pattern with your consolidated group. I analyzed this in the past and defined it "choreography". Battles around keeps present much more choices and tactical variations (and "variation" = less repetitiveness). They have more elements and the outcome isn't as easily predictable.

I like the large community involvement and communal efforts. Not the elitist gank groups organized in voice chat. If DAoC is slowly dying is thanks to that attitude (and Mythic's support toward that side).

Re: FFXI: "Treasures of Aht Urhgan" patched in

I agree with you on the note about game companies explaining their thoughts instead of simply stating the raw facts. This is something that Square is notoriously bad at. Every time they patch the game, some fix or tweak leaves the playerbase is left scratching their heads wondering "Why are they doing this?", and this is another good example.

Regarding FFXI's claim system: Doing things like turning off auto-attack or moving out of the mob's melee range between swings can occasionally (but rarely) cause your group to lose the claim on a mob for a fraction of a second, until somebody else in the group deals damage to it. The system has always been a little bit buggy/weird that way. Now, combine this with the fact that most endgame/raid encounters are competitive 21-24h spawns -- Your linkshell is very rarely going to be fighting an HNM alone, and you can bet that the competition is going to be spamming all of their instant abilities like crazy trying to steal the claim if the system should fail you. Hopefully, this fix will make things a bit better.

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