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Future Colonization Reive and Lair Reive Adjustments Follow

#27 Jul 24 2013 at 7:29 AM Rating: Decent
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Quote:
You get them every 6 hours, so while it's technically 4 today, you'll end up getting 4 one day, then 2, then 4, etc.


wut

you get 1 imprimatur every 6 hours
there are 24 hours in a day
24 ÷ 6 = 4
therefore, you get 4 imprimaturs every day

I'm not seeing the difficulty here

I'm just not sure what effect the bronze shovel cordon has on getting imprimaturs faster, because nobody that's gotten it is speaking up loudly enough for me to hear it :(
#28 Jul 24 2013 at 11:39 AM Rating: Good
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louispv wrote:

Probably because it's impossible to have done enough coalition assignments to get another one so far. You get 3 imprimaturs a day, and it's been 20 days, so 60 imprimaturs max, 75 if you had held 15 over from before update. (And I'm not sure you could have done so, as I lost a grand total of 10 imprimaturs since release, unless I miscounted, and I capped my last coalition the night before the update.) At 25 imprimaturs per rank up, you've only gotten at the very max 3 more rank ups since update. It's been my experience that the prices go down every 5 coalition ranks, (125 imprimaturs.) or 4 coalition ranks and a fame rank. So we'll see in another 2 weeks or so.


Not true because you can "store" up to 3 extra imprimaturs into assignments and just not complete them. I know some people who were using 45-50 imprimaturs the first day of update due to storing them in other assignments whenever they came close to cap at the npc. Then they just canceled the assignment, getting them back once they used the ones at the npc up.

What is the title for having the new KI?

Edited, Jul 24th 2013 1:44pm by heldemon
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#29 Jul 24 2013 at 12:55 PM Rating: Decent
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heldemon wrote:

Not true because you can "store" up to 3 extra imprimaturs into assignments and just not complete them. I know some people who were using 45-50 imprimaturs the first day of update due to storing them in other assignments whenever they came close to cap at the npc. Then they just canceled the assignment, getting them back once they used the ones at the npc up.

What is the title for having the new KI?

Edited, Jul 24th 2013 1:44pm by heldemon

Yes and they weren't getting wildskeeper KI's for 25k, or at max rank for all the coalitions, if they did that. I have used every imprimatur since release, but for a handful, and I got them down to 25k and max rank the day before the update. If they had 50 sitting in reserve, they were costing 30k+ bayld for the key items.
Quote:
you get 1 imprimatur every 6 hours
there are 24 hours in a day
24 ÷ 6 = 4
therefore, you get 4 imprimaturs every day

Typed six, had eight in my head for the entire mathy bits, sorry.

Edited, Jul 24th 2013 2:58pm by louispv
#30 Jul 24 2013 at 1:07 PM Rating: Decent
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Nvm, miscounted but should have been capable of having all ranks at contributor level and having 26 imprimaturs left.

Edited, Jul 24th 2013 3:23pm by heldemon
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#31 Jul 28 2013 at 9:59 PM Rating: Decent
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Fynlar wrote:
I've seen people with the title, so there must be people who have... but have yet to hear anyone speak up.

Don't think those key items are available yet, if at all. I just got the title "Silver mattock" today and I don't have the bronze or silver mattock cordon, and no one is giving them to me.

(tried so far, all of the pioneers, all of the library, all of the people in my maxed out coalition, the mithra in front of the castle.)
#32 Aug 22 2013 at 1:51 PM Rating: Excellent
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Akihiko Matsui wrote:

Thank you for all the feedback.

Based on the opinions everyone has been posting, we've been looking into future adjustments, and I would like to share our plans with you.

Please note that this is all still in-development and there is a possibility that changes are made. Also, not everything will be added during a single version update and we appreciate your understanding.

• Learning about the state of the battle
We'll be making it so you can confirm how many players are fighting a Naakual, how much HP the Naakual has remaining, and how fast a Naakual's HP is falling by checking the entrance to each Naakual.

Additionally, as a Naakual's strength varies depending on the colonization rate, we'll also be making it possible to check the Naakual's content level at the time. We'll be making it possible to check content levels not only for Naakuals, but for Skirmish and Delve as well in a similar fashion.

These features are scheduled to be implemented during the fall version update.

• Treasures
Currently, in addition to obtaining rewards directly from defeating a Naakual, it's possible to obtain an item of your choice after fulfilling certain requirements for the Celennia Memorial Library. However, we'll be adding yet another way to obtain Naakual items by fulfilling requirements in content that is to be added in the future.

We'll also be adding geomancy and other magic scrolls, coupons you can use to exchange for Bayld, and other items that have a bit more value to the current material slot.

• Plans to maintain participation
Once you've managed to procure all of the rewards from Naakuals, there will no longer be a reason to fight Naakuals, and as such the battles for others who have yet to fight them will become difficult. With that said, we will be creating goals to accomplish for people who have already collected Naakual items, so they continue to challenge these foes.

To do this, we'll be adding new equipment and making it possible to revamp your Naakual equipment. We'll also be revamping the level design when a new Naakual comes out.


Akihiko Matsui wrote:

Matsui here.

I have some information to share about changes to how Tractor functions.

To start off, during the fall version update we plan on making it so while in wildskeeper reives only an area change will not take place when receiving the effects of Tractor.

Now, I’m sure many of you are thinking, “Only wildskeeper reives?”

Due to the fact that Tractor will pull a character to a player designated location, testing in every nook and cranny of the map is necessary as the possibility for bugs will become increasingly high. Because of this, we’d like to test carefully and implement this bit by bit to prevent bugs from cropping up due to the change in how this spell functions. We appreciate your understanding on this.

As long as no problems occur with wildskeeper reives, we plan on expanding this to other content as well, so if you have any feedback as to what content you would like to see this in, please let us know!

http://forum.square-enix.com/ffxi/threads/35776-Wildskeeper-Reive-Feedback?p=466876#post466876


Akihiko Matsui wrote:

Thank you for all the feedback.

Based on the opinions everyone has been posting, we've been looking into future adjustments, and I would like to share our plans with you.

Please note that this is all still in-development and there is a possibility that changes are made. Also, not everything will be added during a single version update and we appreciate your understanding.

• Addition of ally NPCs and revamps to momentum bonuses
Similar to campaign, we will be adding NPC participants to colonization and lair reives. Amongst them, there will be NPCs that act as tanks, those that deal damage, and others that support you with various buffs. Also, we'll be making it so each NPC's parameters increase depending on the rank of the Peacekeepers' Coalition.

Additionally, we will be revamping momentum bonuses.

These features are scheduled for implementation in the fall version update.

• Addition of ways to avoid colonization reive obstacles
We've been seeing feedback that as a result of the adjustments made which reduced the HP of obstacles and lairs in the July/August version updates it has become difficult to gain Bayld.

As it's very difficult to address feedback asking to make it possible to avoid colonization reives and other feedback asking to make it so Bayld can be obtained better in colonization reives, we'll first be making it possible to get past colonization reives by fulfilling some kind of requirement without having to destroy the obstacles.

Once we have a method in place for avoiding colonization reives, we'll be modifying the strength of enemies and returning the HP of both enemies and obstacles to the state prior to the July/August version updates, which will make it easier to obtain Bayld.

http://forum.square-enix.com/ffxi/threads/35775-Colonization-Reive-and-Lair-Reive-Feedback?p=466877#post466877

Edited, Aug 22nd 2013 3:51pm by Szabo
#33 Aug 22 2013 at 2:11 PM Rating: Decent
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It really sucks this producer messed up with skirmish and delve because he's pretty good about listening to the players base,well the JP side but there is a good bit here that the NA/EUs been complaining about to.

Edited, Aug 22nd 2013 4:11pm by RavennofTitan
#34 Aug 23 2013 at 12:36 PM Rating: Good
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Camate wrote:

Greetings,

I have a couple of points to follow-up on based on plans that were shared yesterday.

First is the issue where certain areas are being focused on more than others. The development team is aware that there are areas that players are giving a lot of attention to, while other areas are not seeing as much action.

While the development team is still discussing this, they would like to add new objectives to each area. For example, adding new job accessories and elements that are tied to speeding up coalition growth as well as making it easier to complete coalition assignments.

Second is the concern that returning the HP of obstacles and enemies to the state prior to the July and August version update will make it difficult to solo or low-man colonization reives. This is exactly why we will be adding ally NPCs and the battle balance will be set such that it's possible to do reives solo or with a few people.

We've also seen feedback asking to make it so appealing NPCs join the fights, while on the other hand there are others who are mentioning that adding NPCs will reduce the amount of Bayld you can acquire. We'll continue to forward your comments on this, so please let us know your thoughts!

http://forum.square-enix.com/ffxi/threads/35775-Colonization-Reive-and-Lair-Reive-Feedback?p=467096#post467096
#35 Aug 23 2013 at 3:39 PM Rating: Good
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why don't they just raise the amount of balyd that drops? It's stupid low right now. I shouldn't be the ONLY ONE doing AN ENTIRE RIEVE and get like 1K total from the thing. That's asinine.

I wouldn't mind beating on a tree stump for 20 minutes if the rewards matched the time. Even turning in the assignment doesn't make it worthwhile really.

Edited, Aug 23rd 2013 2:40pm by Olorinus
#36 Aug 24 2013 at 11:16 PM Rating: Default
BrownDuck wrote:
jakarai wrote:
I don't like the fact that you can get credit for just joining a reive. People are just afk at reives now not contributing at all and getting rewarded for it so lame.

Only in FFXI have I met such a sorry sad suck of losers who are more concerned with the rewards of others than their own. Who gives a rat fink if john doe summoner sits on the sidelines and gets 700 stinking bayld. It's not like they're going to be using JA or afk'ing with their avatar out. It's of no consequence to you whatsoever. Mind your own damn plate.

Your jimmies rustled?
#37 Aug 25 2013 at 3:08 AM Rating: Default
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BrownDuck wrote:
jakarai wrote:
I don't like the fact that you can get credit for just joining a reive. People are just afk at reives now not contributing at all and getting rewarded for it so lame.

Only in FFXI have I met such a sorry sad suck of losers who are more concerned with the rewards of others than their own. Who gives a rat fink if john doe summoner sits on the sidelines and gets 700 stinking bayld. It's not like they're going to be using JA or afk'ing with their avatar out. It's of no consequence to you whatsoever. Mind your own damn plate.


How are the people who are actually doing the work considered "sorry sad suck of losers" and not the people who are leeching?
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