View Full Version : Making besieged monsters stronger
radar
09-04-2024, 04:53 PM
Does this mean the AC is going to be taken more often, as well as key npc?
This is going to make doing things in Whitegate more annoying if so.
Alhanelem
09-05-2024, 05:18 AM
Does this mean the AC is going to be taken more often, as well as key npc?
This is going to make doing things in Whitegate more annoying if so.
Even on Shiva, the candy doesn't get taken, unless literally nobody shows up. I don't really anticipate biig problems here. It may get taken eventually, but it's supposed to happen eventually. What's the point in having a failure consequence if it's basically impossible for it to ever happen?
An army of mobs that fight throughout a city should not be a completely trivial thing. But even a few people can just crush all the mobs that were designed for level 75 cap.
Here's what I'm expecting:
- The invading force level (which maxes out at 8 with two more sub-levels, at least as I understand it) maximum will be increased
- When the level rises beyond the current maximum, the player level the force is tailored to will increase, up to content level 99 (or higher if/when they choose to go that far)
- When the server is defeated, it will reset as usual and return to content-level-75 forces.
- New enemies might appear above level 75 that we haven't seen in besieged before.
- When the content level of the force is 99 or higher, job and exemplar points will be awarded for completion.
Zenion
09-05-2024, 11:53 AM
I still feel like changing Besieged like this is going to be troublesome. It doesn't address the big problem with the content, that it's a "hurry up and wait" event, and it risks just being annoying; there aren't many NPCs that are still relevant in Al Zahbi, but it won't take long to find out which ones we really miss when they start going missing every siege.
I think the better approach would have been to make a Dynamis-style battlefield copy of the city, have that attacked regularly (maybe hourly?), and let players head in there if they want to experience the higher-level Besieged event. Blame it on Diabolos or Alexander or both. There'd be room to set up a currency system like domain points for it in the future if that started to look like something worth doing, because really who's concerned with imperial standing points these days?
BobbinT
09-05-2024, 04:15 PM
So far no problem on my end. Just need to know paths in Al Zahbi to reach 1st area where besieged mobs popped. Obviously cannot go through gates since they were intentionally closed, hence need to ran through upper walkways where it does connect to starter areas (if coming from whitegate, just ran clockwise on upper walkways), then just jump down into moats from there & start whacking. While certain jobs like THF does has advantages with flee skills to reach faster, personally experienced other jobs also adequate to get enough scores.
While it might be interesting ideas, it could get annoying if such updates were being executed & have many unaware of the changes, thus would make many get some sort of failures in their besieged encounters & adds the annoyances due to amount of time it took to other beast tribes making another invasions, or having some groups invade back to get their "candies".
Dragoy
09-05-2024, 10:52 PM
Obviously cannot go through gates since they were intentionally closed, hence need to ran through upper walkways where it does connect to starter areas (if coming from whitegate, just ran clockwise on upper walkways), then just jump down into moats from there & start whacking.
Fun(?) fact about those gates... the enemies sometimes seem to get through them even while still not breached, or at least the gates remained closed (and some of them I think spawn within initially?). Been contemplating a bug report about that, but it would probably just go to "working as intended"...
In any case, I've seen everyone rush to the main entrance, as it tends to happen, dispatch everything there as quick as possible and... find themselves unable to get back within, while some of the enemies did without opening them gates. :]
I forget if I ever saw the battle be lost due to that, however, as at least I would warp away and re-enter to get back to the action. Depending on the situation, I generally only fight a few here and there, especially if I am on the entry-side.
I can imagine many problems ensuing from this, and I am interested to see what does happen. Mainly perhaps a bit worried about what happens with people not-that-well-equipped against the new power level, that could still beat it today with low number of people participating.
As long as the NPC defenders train theirselves up to sufficient levels, at least making the battle take longer in comparison to now-a-day when no one is there, it should maybe be okay?
Alhanelem
09-06-2024, 02:14 AM
Fun(?) fact about those gates... the enemies sometimes seem to get through them even while still not breached, or at least the gates remained closed (and some of them I think spawn within initially?). Been contemplating a bug report about that, but it would probably just go to "working as intended"...That doesn't sound like working as intended to me, I'd go ahead and do it. It could just be a visual issue (gate showing the incorrect state) or an actual gameplay issue (gate is breached when it shouldn't be).
Just make sure to follow the bug report template.
But as far as not being able to get in/out, there are paths on the upper/lower areas and damaged walls that allow you to drop down, you're supposed to be able to escape any section of the zone you find yourself able to enter...