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What's your verdict on the expansion so farFollow

#52 Apr 13 2013 at 4:32 PM Rating: Excellent
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I am really enjoying the expansion so far, but I am surprised by one huge oversight.

When you die in a Reive, you lose Experience Points (or at least I have been).

I have not seen this brought up on any forums and was surprised to see it has not been an issue for anyone else.

I know exp is easy to get these days, but still, why wouldn't a Reive Mark function like an Allied Tag in Campaign, allowing you to die without any fear of exp loss.

That is really the only problem I am having at the moment with this expansion so far.

Otherwise it is really fun exploring in the new areas.

Edited, Apr 13th 2013 6:42pm by cuthbertgaruda
#53 Apr 13 2013 at 4:55 PM Rating: Excellent
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Campaign was broken from the time it was introduced and has never really worked right. I don't think it's really fair to call it the perfect co-op system, given how many completely different iterations it's had, especially given that no one was happy with every single one of them. Hell, when campaign first came out, it heavily favored melees and screwed over mages. Then it heavily favored idlers and @#%^ed everyone else. Then soloers, then idlers, then anyone with good AoE, and at it's present state, the only way you'd really be able to excel is if you could tank, but then the level cap went up, and the event just died. TBH, I've always preferred besieged to Campaign, but that's entirely my own bias. Besieged was plagued by all the same problems, and I'm certain reives will be absolutely no different.


The difference is that with campaign, the people who managed to gain "advantages" were those who were exploiting the system. Honest players who simply wanted to participate in the event could get plenty of exp whether they were dealing damage or curing others. There was never just one way to play campaign. On the flipside, only DDs can have any real success in rieves, and mages can't even rest their MP without getting slaughtered. It's a broken system for people who want to honestly participate. Campaign worked just fine, until SE had to do something to stop people who chose to exploit it, and even then, it remained much more workable with mage jobs.

The other thing about campaign is that finding new/ongoing battles was easy. Getting from a campaign battle back to town was easy. The battles were more exciting, with a nice variety of NMs that showed up, and different NPC groups that came to help. And, best of all, you could participate in a campaign battle regardless of whether you were playing solo or in a group of 20. Campaign was perfectly set up to engage in group or solo play, without penalizing players for not having as many in-game friends, or for not being able to play during peak hours.

So, yeah... take out the idiots who exploited campaign, and campaign was a far superior co-op system compared to rieves.
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#54 Apr 13 2013 at 7:36 PM Rating: Excellent
Case in point:

I am currently standing at a lair reive. There are two other people here... one is smn, and the other is bst. Both are attacking the nest with their pets. All I can do is stand here and watch, because if I run in there, I'll get agro and die in a second.

Nobody else is coming, so I can't participate.

B-R-O-K-E-N.
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#55 Apr 13 2013 at 7:50 PM Rating: Good
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Unfortunately, I think in this case, SE was trying to be nice to pet jobs for once. Too bad it backfired, like always.
#56 Apr 13 2013 at 7:55 PM Rating: Excellent
The punchline to my story:

A monk ran into the reive, thinking that a group of people was actually fighting it normally... of course, he got agro and died instantly. He also trained out some mobs, which killed the bst and the smn. I was standing there with sneak/invis up, so I was able to raise all three of them.

The wasp nest was almost dead, and I was going to wait 10 mins for the others to re-enter the reive, but then another smn came to put his pet on the hive. So, as soon as that smn got his pet attacking, I just hit chainspell/thunder IV and finished it off.
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#57 Apr 13 2013 at 7:56 PM Rating: Excellent
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Being inside the reive, but having sneak/invis on allowed you to avoid death?
#58 Apr 13 2013 at 8:04 PM Rating: Excellent
I wasn't standing inside of it, I was standing just outside of it the whole time. I never went in, because I knew I didn't stand a chance.

I only went in at the very end.

Edited, Apr 13th 2013 7:04pm by Thayos
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#59 Apr 13 2013 at 8:05 PM Rating: Excellent
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Thayos wrote:
The punchline to my story:

A monk ran into the reive, thinking that a group of people was actually fighting it normally... of course, he got agro and died instantly. He also trained out some mobs, which killed the bst and the smn. I was standing there with sneak/invis up, so I was able to raise all three of them.

The wasp nest was almost dead, and I was going to wait 10 mins for the others to re-enter the reive, but then another smn came to put his pet on the hive. So, as soon as that smn got his pet attacking, I just hit chainspell/thunder IV and finished it off.


Is the punchline that RDM was actually useful for once?

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#60 Apr 13 2013 at 8:05 PM Rating: Good
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When I find lair reives I shout it's pos. If I want to burn some peacekeepers assignments I gather up a few people and we go do them so I see no problem.
#61 Apr 13 2013 at 9:30 PM Rating: Excellent
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Is the punchline that RDM was actually useful for once?



Ziiiinnnnng!!!!!
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#62 Apr 14 2013 at 1:23 AM Rating: Excellent
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I ended up duoing a Lair Reive earlier with a random BLU. He went in, attacked the wasp nest, and got aggro from all the wasps & ladybugs nearby. He kept them slept by alternating Sheep Song & Yawn, and would use CdC on the nest. I think between the two of us, we took it down in less than 10 minutes.

My only regret is that we did it in Ceizak, and my Coalition assignment was for Yahse.
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#63 Apr 14 2013 at 2:00 AM Rating: Excellent
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Lady Jinte wrote:
Part of the problem was that they sort of half-heartedly tried to make things more solo-friendly with abyssea, and the second that happened, the game got flooded by people who hadn't wanted to bother with it because they had to rely on other people too much. That group of people, and the group of people who'd always thrived in the game, that prefer group content, don't mix well. They never mix well. That's a major part of why the game's community has changed so radically in the last few years (aside from the game aging and the players just growing up and moving on with their lives). The problem that arose from the new influx of a completely different type of player is that those players aren't the type who are really all that interested in regular coordinated group work, and the content at the time didn't heavily require it, and greatly favored pick-up groups. That it became the norm for randomly assembled pick-up groups to be able to pull off the same sh*t sort of spat in the face of all of those long-time groups that had become so good at what they did through practice and experience.

I'm going to say that emphasized part is a bigger problem than people realize. The game is over a decade old. The original base simply grew up, and frankly a normal/average adult simply can't sustain the type of grindy grouping that the ye olde SE vanguard insists is the way to play.
#64 Apr 14 2013 at 6:38 AM Rating: Excellent
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detlef wrote:
Janeash wrote:
Still not found a reason to buy this expansion yet but I am still having fun doing old stuff.
(Mostly because I enjoy helm/crafting more atm which is something I can do without help.)
If or when you decide to purchase SoA, a lot of the development of the new continent will be done already. That's what people are working toward now. It's interesting to see it happening in real time as colonization % increases, new npcs and items are unlocked, and it becomes easier to get around. I just think it's pretty cool to witness and be a part of. Honestly, I think that you're missing out (if you care about such things).



Colonization rates are pretty much locked at 25~26%. SE built it such that you couldn't get beyond that due to your progress decaying super fast. As time goes by they'll slowly open it up more. Its like a server wide voidstone timer lol.

Honestly the expansion is exactly like I expected it to be. The two jobs are unfinished and SE is waiting to see how players utilize them before introducing AF / relic / JSE, which IMHO is the better way to go about it. The new area is beautiful, reminds me of Khazam jungles just bigger. There isn't much "content" to do but the platform has been created for them to implement lots of stuff should they chose. I'm expecting three to four solid events being created over the next two years.
#65 Apr 14 2013 at 9:30 AM Rating: Good
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saevellakshmi wrote:
Colonization rates are pretty much locked at 25~26%. SE built it such that you couldn't get beyond that due to your progress decaying super fast.
Do we know if it's locked or are we the playerbase missing something? Building bivoucs helped pass previous caps. Second, I've never seen the colonization rate decay. Instead, we reach 26% then when it should increase to 27%, it just jumps down to 23% only to slowly creep back up to 26%. To me, this sounds more like we're reaching a cap and things are resetting, not decaying. Maybe I haven't watched colonization rate closely enough, but I have never seen it actually fall when we were at 24% or a value that's not a "cap".
#66 Apr 14 2013 at 5:32 PM Rating: Good
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I expected more shouting for stuff. Historically, after an expansion, everyone is in "Helping" mode to achieve our goals. So, I made time to be available, because I know months later, that help is gone. Except when I log on now, I don't see that. I'm back to fending for myself.
#67 Apr 14 2013 at 5:41 PM Rating: Good
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There's nothing to be accomplished right now besides farming bayld, so there's nothing to shout for.
#68 Apr 14 2013 at 5:44 PM Rating: Excellent
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Man, I remember those ill-fated Promyvion ALLIANCES with no anima and half rangers and summoners. Oh god, the shouting, the blood. But it was fun.
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#69 Apr 14 2013 at 7:59 PM Rating: Decent
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xypin wrote:
There's nothing to be accomplished right now besides farming bayld, so there's nothing to shout for.

Yea, I understand, but it's that feeling of everyone working together. That primarily happens at launches.
#70 Apr 15 2013 at 7:52 AM Rating: Decent
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Erecia wrote:
Man, I remember those ill-fated Promyvion ALLIANCES with no anima and half rangers and summoners. Oh god, the shouting, the blood. But it was fun.


Speak for yourself (and I know you do based on the website that you provided that helped myself and countless others through CoP, for which I'm grateful)

After about 3 of those, man was I happy to find a linkshell dedicated to CoP progression. Went from 1 month of no progress to airship battle in less than a month.
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#71 Apr 15 2013 at 7:56 AM Rating: Excellent
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Erecia wrote:
Man, I remember those ill-fated Promyvion ALLIANCES with no anima and half rangers and summoners.
"Okay, we're gonna go in, and we totally promise to come back to run you guys through the fight as well!"
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#72 Apr 15 2013 at 11:27 AM Rating: Good
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xypin wrote:
There's nothing to be accomplished right now besides farming bayld, so there's nothing to shout for.


Likely people aren't shouting for Skirmish groups, preferring to accomplish these intra-LS or among friends like Salvage. We haven't seen shouts for Naakual yet although I assume once the KI costs are lowered to reflect rank, there will be more shouts and LS runs.
#73 Apr 20 2013 at 2:27 AM Rating: Excellent
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xypin wrote:
saevellakshmi wrote:
Colonization rates are pretty much locked at 25~26%. SE built it such that you couldn't get beyond that due to your progress decaying super fast.
Do we know if it's locked or are we the playerbase missing something? Building bivoucs helped pass previous caps. Second, I've never seen the colonization rate decay. Instead, we reach 26% then when it should increase to 27%, it just jumps down to 23% only to slowly creep back up to 26%. To me, this sounds more like we're reaching a cap and things are resetting, not decaying. Maybe I haven't watched colonization rate closely enough, but I have never seen it actually fall when we were at 24% or a value that's not a "cap".



Sorry for the late reply. SE pretty much stated this though in their usual around the bush method. Every night at JP midnight the servers apply decay, if its 25% or under the decay is small, if it's 26% or higher the decay is -3%. It requires a ton more effort to go over 25% colonization rate, something like 3x the work. When you combine these two together it acts as a soft cap, the reives simply can't re-spawn fast enough for us to accomplish enough in a single day to beat the -3% decay. It would be like creating a NM with 200,000 HP. Under 75% HP it gets -66.% DT and +5,000HP / tick regen that stops at 76% HP. It's easy to beat it to 75% HP but suddenly you hit a brick wall that you simply can't overcome.

It's how their limiting our progression so that we don't consume it too fast.
#74 Apr 20 2013 at 2:43 AM Rating: Excellent
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Top it off very few kill nest to start with and those repop much faster.
#75 Apr 20 2013 at 12:50 PM Rating: Good
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RavennofTitan wrote:
Top it off very few kill nest to start with and those repop much faster.


It's cause the nest ones suck
#76 Apr 20 2013 at 10:35 PM Rating: Decent
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True they do and people would rather wait till roots repop then go and do something for the good of the server. That is were SE messed up thinking people gave a **** about anything other then them selves and are to stupid to figure out that going out the way to kill the nest would yield bigger rewards down the road.
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