Please post your feedback related to Colonization Reives and Lair Reives in this thread.
Printable View
Please post your feedback related to Colonization Reives and Lair Reives in this thread.
I LOVE the Reive system, however I feel that it still needs some tweaking to the proportion of bayld you recieve for the actions that you initiate.
Colonization Reives: I don't have a problem with the people standing nearby and getting the minimum bayld for doing nothing. But when I get the same amount because the Reive is over so quickly and I'm laying the smack down on some Birdos and carving Z's into rocks, it's kind of unfair.
Lair Reives: Not a whole lot of incentive to do these, and if there is, I've missed it. It would be cool if these dropped some cool temp items for use in the other reives or something, would give people a reason to do them.
The colonization rates need tweaking. It's annoying seeing the colonization rate for a zone *decreasing* while we're destroying every reive in sight. I get that you don't want this to be another weekly tally thing, but it shouldn't decreasing when people are actively removing every reive in the zone.
A lot of reives feel like there's 30 people and 20 mobs crammed into a 3 foot wide corridor and it's simply not fun. This is especially true of Marjami. Increase the effective range of the battlefield by at least 10 feet. This would open things up some, without having to worry about people hiding mobs half a zone away.
Only give status when a player makes an action against a reive target, or does something to assist a player with status. This would remove a lot of problems. Increase the countdown timer before tags expire when going out of range. It's too easy to accidentally leave a reive without noticing until it's too late.
It IS pretty awkward when you see
"The area's colonization rate has increased to 99%"
"The area's colonization rate decreases to 98%"
Looking at the proposed plans by Matsui in the other thread. The only thing I'd like to see is Yorcia Weald's reives to become easier or yield a lot more bayld per evaluation than Marjami Ravine. Marjami Ravine's reives are nowhere near as hard, which is one of the main two reasons people flock there. The other reason being between true sight aggro and getting easily lost in Yorcia Weald.
Right now it's really hard to do Yorcia Weald reives unless you have a small army. On BLU with capped Blue Magic skill, +Blue Magic Skill and merits I can barely keep anything asleep more than once. We were dying every 1-5 minutes with 9 people (including a Paladin with Ochain trying to hold adds) until thankfully a stray RDM showed up and tried to keep everything asleep. The throttle on magic resistance needs to be pulled back a bit. Also their attack power and magic aoe attacks could be pulled back some.
Given the dangerous and confusing terrain. Doing either lowering difficulty or significantly increasing bayld will encourage some players to do reives there instead of cramming themselves into overcramped Marjami Ravine.
I wish there was a way for the GM's to give back lost bayld from hours of fighting due to maintenance on servers. That would be a great improvement.
I agree with Rwolf. We went to Yorcia due to Marjami always being way over-camped, but with PLD, MNK, 2 x WHM, BST WAR and DRG/RDM, we were still dying every few mins. WHM can't sleep anything even with capped skill and decent gear. The stupid amount of enfeebs laid down by the mobs there doesn't help either. Twytherims and funguar silence and paralyze us. Saplings slow and sleep us. If both WHMs got hit with any enfeebles, we're screwed. Not sure what the other mob-type is in the reives as we only managed to do 2 before people got bored and left.
love the adjustments but now you need to make them re spawn every 20 minutes or so hour is 2 long
Personally, I'm very happy with Colonization and Lair Reives. Decrease the reive ban to 3 minutes if you leave a reive. That's my one suggestion.
Colonization:
* The standardized Exp/Bayld reward received at the conclusion of a Reive is good. Everyone was there to help, and everyone should be rewarded equally for this that do something to contribute.
* Recent changes to the end evaluation have made doing nothing, rewarding, this should not be the case. (700/700 for just showing up)
* Over-crowding due to a desirable item drop in the end evaluation treasure pool for specific zones leads to very little enjoyment of the activity itself. There is so much damage being dealt to the Reive object, in some cases that its impossible to receive any evaluation other than the final one. Which generally means no items will drop, which leads to the continued farming for the desired items, which continues to congest the zone.
* Normalized evaluations for all types of activity is a good thing. It allows for job variety and player preference, however, now it seems there is no real point to having anyone do anything involving prolonged combat. Everyone involved has a clear interest to get that end reward chance for the job specific back pieces with the new zones. This does not allow for players to engage in exciting combat, attempting to tame the void-tainted wilderness. We're left with watching everyone smash a rock to dust in the least amount of time possible.
* Allow every type and location of Reive to drop non-region specific items.
- Crafting materials and delve shards remaining linked to where they are sourced or used is understandable
- A back piece for every job doesn't need to be specific to these new areas, unless you're going to tell me their Velkk made ^.^
- Marjami sitting at or near 100% which for a place so remote from everything makes no sense when every other area is near or below 50%
- Skirmish needs help getting people into the current tier of battles, get rid of Iron Sand, Pebbles, Moko Grass and Seeds of all types (there is a vendor in Easter Adoulin with unlimited amounts for sale why drop in a Reive?)and make Skirmish pieces the new 'pebble'. I didn't get a back piece, i didn't get a shard, I didn't get 'rare' crafting material, but at least i got something that could lead to Gil, or some other character improvement.
Lair:
* The Lair Reive is just that, its about killing a monsters tiny house, not the monster(s) that lives there. While I do like being able to Solo Lair Reives without the need of a pet job, this sounds like it should be more menacing and difficult, its a joke.
* Let the Lair spawn monsters at specific health steps (85%, 60%, 45%, 30%, 15%) and once it spawns monsters from the Lair, the object is immune to damage until the monsters are defeated. Scale the reward up to match the effort.
There's gotta be a better way in obtaining these job specific mantles and capes. I've spent hours today and got a mantle for a job I don't use.
I would like to see either an auto-rr implemented or a stoneskin effect upon raising. Whether it's a momentum bonus, a boon granted based on colonization rate, or a questable KI doesnt matter to me, but it would be nice not to be forced into coming on either a pet or twilight job when numbers are low.
I have a suggestion for increasing bayld yield from Colonization reives.
For every person participating in the reive, the obstacle should get a certain amount of DT-. It allows the reives to be low-manned if necessary, but also increases the duration and bayld yield if there are many people fighting.
I mostly agree with this. Reraise should be a momentum bonus. Especially since RR earrings are up to 60k on Leviathan.
I didn't realize there was a dedicated community team generated thread before I posted the below in a separate thread. Which I guess makes sense because I made that post yesterday and this one was posted this afternoon.
But the short version: Make reives optional. Let those who want to participate for items/bayld/XP do so, but install NPCs or something to let you get around the reive if you're just passing through. As it stands, the fact that they create regenerating physical barriers all over the zone is making me hate Adoulin a lot. I got some lucky breaks doing recent stuff just because Adoulin is hot content right now and a lot of people are doing this stuff. But one day it's gonna be just like Campaign and those reives are never gonna get done and the obstacles are gonna stay up forever.
-------------------
I had really been looking forward to Seekers of Adoulin. I love to explore brand new areas and I love the promise of new storyline. My hopes were dashed after it became apparent that almost all of the new zones required constant end user maintenance. All because of colonization reives blocking the way.
It cuts people off from most of the zones most of the time. On Sunday, I decided to start doing the new missions. I also decided to go get the new key items that let you climb scalable walls. To accomplish this, I had to go through the following process:
1) Warp out to station 4 in Foret de Hennetiel which was fortunately still there and which I had obtained a few months ago.
2) Travel west toward Doh Gates, but UH OH! Reive blocks the way. Someone's gotta knock that tree down. I can't do it solo (I tried, didn't even come close). So I waited around a while, gave up, and logged out. Logged in twice on Monday; the second time I got lucky and the tree was down so I grabbed the opportunity to scurry across and head to Doh Gates.
3) Get to Doh Gates, try to make it through to Marjami Ravine. Uh oh! Another reive! And I'm all alone! Luckily for me a friend had already reached Marjami and was able to take the waypoint out there, backtrack, and tractor me past the reive. So I caught a break there.
4) Get to Marjami. Start the quest for climbing. Uh oh! There's a reive in place! Luckily this seems to be a popular one and there's a big group working to clear it. I made it through with the help of a bunch of strangers, but it took a long time... Probably at least a good half hour.
5) Continue onward... Uh oh! ANOTHER REIVE. Again I luck out because several people are in the same boat as me and this time the reive is completed pretty quickly.
6) I move through, find my way to the Velkk Cache and get the key item, return to base camp without trouble and complete the quest. Now it's time to return to the mission stuff.
7) I do a bunch of cutscenes in Adoulin and find out I need to go to a spot in Cirdas Caverns. So I set out on a treacherous journey. I get to use my newfound climbing skill to get through Moh Gates. There are a fair number of reives in Cirdas, but there are also a lot of paths, so I can walk around. Finally get to the spot where the Ergon Locus is supposed to be and.... you guessed it... ANOTHER REIVE.
I gave up and left at this point.
This is just ridiculous. Reives it seems can't be soloed. Judging from my experience at the first reive in Marjami, you need more than a full party of well geared people. Now I have no problem with this if you're fighting notorious monsters for cool and powerful gear, but we're talking simple sightseeing. We're talking accessing the new expansion. To make matters worse, the obstacles in the reives regenerate! This feels like Chains of Promathia, except after you cleared Promyvion, you only had access to the Tavnazia region for an hour and then if you left you had to clear all three Promyvion zones again.
Or it's like Garlaige Citadel before the pouch of weighted stones, except instead of 4 people you need 10, and instead of 3 banishing gates there are dozens, and instead of a little bit of your time you need a lot.
As far as missions go, I'm fine if there's combat involved. I can gather together a party to do a BC fight. But with these missions, you have essentially 5 fights (1 in Hennetiel, 1 in Doh, 2 in Marjami, and 1 in Cirdas), that seem to be to difficult for one party of moderately geared players. But that's not even the issue! If you even want basic access to the new zones for simple sightseeing, you need to fight your way through.
And the thing is, it's just going to get worse as time goes by and people lose interest in Adoulin. Look at Wings of the Goddess! Most of the zones are controlled by the beastmen because there's no incentive to do campaign. That's not a big deal because the zones are pretty much exactly the same regardless of who controls them. But in Adoulin, when people aren't doing reives any more, most zones are going to be impossible to navigate!
Can we please just get rid of the stupid reives? I know people need reives to harvest bayld for other Adoulin endgame activities. So maybe replace the colonization reives with lair reives that you can just walk around and avoid. Or put in place near the colonization reives some sort of NPC that will let you warp around them? Maybe for a nominal amount of gil or bayld? Sorta like those mandragora that warp you around in Battalia, North Gustaberg, and Garlaige Citadel.
I'm usually a very patient man when it comes to this game, and am pretty apologetic to SE.. but this is really absurd. It doesn't even anger me, it just depresses me, to know there's this great big world out there and fun new missions, but I'm cut off from all of it.
Had this in another thread, but reposting here.
I have two major problems with Colonization Reives in Marjami Ravine. The first everyone has experienced, and is mostly a player intellect problem. Everyone goes herp-derp hulk smash on whatever is targetable. Mobs go down, and reive ends in 3-5 mins. 80% of the attendees are then part of the 700 club because they didn't do enough e-peen to qualify for capes.
Problem #2, Me and two others recently went south to one of the reives down there where no one goes. There was a SMN already AFK there with pet on wall, and we put our own on the wall, while myself and a few other DDs took out the accompanying birds. We kept this process going for AN HOUR AND A HALF. I think we did pretty well don't you? Apparently not. All 3 of us 700 club, with 2 pebbles and a Velkk Necklace between the 3 of us. Hour and a half = terrible rewards.
- My suggestion to resolve this would be rocks with more HP.
Here is where things get tricky. We have two very opposite situations, one where a small group will spend an hour and a half destroying a reive obstacle. On the other hand we have in the same zone a huge number of players destroying a reive obstacle in a few minutes, so fast there is no real evaluation being completed. Try to fix one situation will make it worse for the other.
- Suggestion to resolve this, probably re-evaluate evaluations because they aren't working.
So now you have decided to reduce the HP of an objective (opposite of my first suggestion) so we will likely experience worse situations on the too fast side. I like what Pug mentioned about monster repops at certain percents, even if applied to colonization reive. If you kill the monsters, they don't come back until the reive is at a specific point. This allows low-man runs to focus on mobs, then the wall, then the mobs. (in our 1.5 hour run, 3 summons were on the wall while 3 DD were taking out the mobs one at a time, and by the time the 4th was down, the 1st had already repopped. Wash, rinse, repeat) On the other hand, if you have a large number of people focusing on the wall with repops coming every 10%-20%, very quickly people who aren't paying attention and are on the wall will find themselves swarmed with first 4 mobs, then 8 mobs, then 12 and 16. You get 12 birds in that tiny area and people will die, but it will teach them to GTFOff the wall.
Increase the frequency of Colonization Reives. When an area is congested with players doing reives, the battles tend to end quickly and much less points are received.
Grant Stoneskin effect upon receiving Reive status to give mages a chance to get into position and deal with aggro.
And here is one that will never happen but I would love to see: Have the reives grant plasm along with experience points and bayld. It would be nice to have a chance to earn plasm solo at some kind of decent rate.
Reives CAN be gotten around. In some zones you need to run around a bit, in others you can use survival skills like watercrafting or climbing to bypass colonization reives. If Morimar Basalt Fields doesn't have those shortcuts yet, it's because the skill is planned in a future zone. (A hangglider to get over cracks, for example.)
These are my ideas for colonization reives:
1) Have a simple way to get past them without fighting them. Make them "transparent" like bushes, or don't have them completely block the path, or have a ??? that warps you from one side of the reive to the other. Whatever the method, doesn't really matter as long as you can get past every reive without fighting it. This way you can make changes to monster quantity and power, obstacle hp, reive re-spawn rate, and rewards without affecting the ability for single players to move through the zone. This might defeat the "colonization" theme of the event, but when you're going to such great lengths to change the event that it may no longer be feasible as a source of bayld, just to accommodate solo play, this might be a better alternative.
2) Make sure players must do "something" to get credit for the reive. Right now you can just be away near a frequently fought reive and get 700 bayld every hour.
3) If a reive ends before even 1 evaluation takes place, items should still drop to participants. Increasing evaluation frequency when there are many players engaged will help, but making sure that players can get items regardless of how quickly a reive ends would be good.
Off the top of my head and from what I've read, remove the new JSE capes from the wildskeeper reives first. Also, change it so that capes are split between the new zones so that either Marjami and Yorcia each have a pool of 11 capes or include Dho Gates and split it 8/7/7. I think you would see more people doing reives and thus help increase the colonization rate in the other zones.
Re-raise from reives would also be a nice addition like what WoE has.
There is a second entrance to doh gates south of Biv 4 that isn't blocked by a reive and offers a Clean run straight to Marjami. The reives on the ramps are just part of the quest difficulty and the end result is the ability to bypass those reives with climbing.
I have a love-hate relationship with the easier Reives.
**There are only 3 monsters up at a time, and they're too squishy! There is no reason monsters inside the Reives should be a thousand times easier than the monsters outside.
**We found that as long as there are 3-5 people in the Reive, we get significantly better bayld when compared to doing new zone Reives (which I would much prefer as monsters are not squishy, however the boulders are zerged down too quickly) or when there are 20+ people in the old zone Reives.
**I love being able to get through Reives easier for when we're alone, but it's pretty much a joke now. I enjoy some type of challenge. I thought that was the point of SoA.
**Last thing, what is with all the pebbles and iron sand as rewards? I'd honestly rather get nothing because I can get all that junk when I'm mining for adaman and khroma ores.
Mobs need to stop walking through the walls. And stop with the common synth drops at the end of review. Also make roots and rocks easier to target since its hard to see which are still active
Fix the Marjami reive afkers sitting on the edge of the reive boundary getting 700xp/bayld for doing nothing.
Boost the amount of bayld people get that are actually tanking/healing/buffing - it still rewards DDs especially monks hundredfist spamming on the wall more than other jobs, and worse they force the reives to end too quickly because they want to outdamage everyone.
Across all jobs participating, rewards are extremely unbalanced, there are certain jobs that arent even worth taking to do reives because they get poor evaluations even if extremely well geared so you'll never get a JSE cape.
You should also consider making the new capes buyable with 100k bayld at least, it would at least give a way to get capes they really want with a lot of grinding, instead of just relying on voidwatch style luck.
-Marjami is a great zone. It has many colonization and lair reives. None of the reives have mobs that use very damaging AoE attacks. You can bypass the reives if you want. No true sight mobs. The map is easy to navigate.
-Yorcia is none of these things. You can't find your way around. There are only 4 colonization reives in the entire zone. Some of the mobs include opo-opo and rabbits, both of which have very damaging AoE attacks. There are panopts that are true sight and need to be avoided. The colonization reives do block your way so you couldn't avoid them if you wanted to.
Suggestions:
-Don't let mobs aggro through walls, as a physical barrier should be enough to not let them detect us. However, I would like to have my cake and eat it too and say that we should still be allowed to pull mobs through the wall if we want.
-This is selfish but my BRD gets terrible evaluations for doing my job. Is there a way to increase bayld yield?
-Increase JSE cape drop rate and add a quest to allow people to pick the one(s) they want. A low chance of one of 22 capes is not fun.
-Make Yorcia more friendly to people who want to do reives there. I have no hope for a better map, and the area probably cannot be altered at this point to add more colonization reives. So my suggestion would be to add many more lair reives.
-Add some lair reives to Dho Gates. For that matter, add some things to Sih and Moh gates that makes them more interesting than just a passage to more interesting zones.
The Reives are fun for a while, and I'm still having "O.K." fun with them being a pet job player. However, I think a lot of the feedback so far in this thread has been spot on. This is all awesome feedback.
I'd say that I'd like to see more common Simulacrum items drop from these reives. As it is, Skirmish is an excellent form of alternative Bayld farm, and gear progression for Delves, but these darned Skirmish items don't drop all that frequently. I wanna do more Skirmish!
I don't like how Reives go from too easy to...frustratingly impossible.
If you're alone and you need to get through an outer Reive beyond Yahse... Have fun keeping sneak/invis up for 2 hours while your pet whittles down all the assorted roots, palm trees and whatever.
I mean it's like, either stand there and idle uselessly, or take a swing and get aggro from 3+ enemies that proceed to murder you for 100+/hit.
I get it. It's a group event. But does it honestly really need to be? I was just trying to explore. Can't there be a middle-ground between "afk at the roots" and "good god this sucks, I can't even touch them?"
Add the Capes to every zone's reives. This eases congestion, it makes them easier to get on your own schedule, and it gives us an actual reason to do reives in every zone. Cause right now it's "Get capes in Marjami, get bayld in Ceizak, ignore the rest of the world."
I think most the previous comments are the most critical. I'd like to take a moment to make some less important suggestions about potential momentum boons:
Increased bayld/exp boost (the longer you sustain defeating enemies while steadily dealing damage to the target yeilds an increased percentage)
Treasure Hunter boost, or simply allow actual TH to affect potential drops.
Various status boosts, crit+, def+, evasion+ MAB+ etc
The thing i would like to see with Colonization Rieves or Lair Rieves would be MORE BAYLD after each evaluation and the ending of the rieve. The exp is ok and the rewards are nice bonus minus the crafting items, but i think players would participate more if there were even higher bayld rewarded, and since there are more things being added that require bayld such as Mog Garden a greater increase would help bring more incentive to doing them.
It took a few years for them to raise the allied notes given in campaign, but by then it was to late, so i say do it now with reives so it is actually relevant while the content is still fairly new.
Can we be told how our exp and bayld are calculated?
As a general rule, on a DD job I tend to get about 3 x more exp than Bayld. On BRD I get the minimum cap (80 I think) of each. However, when I was doing them on RUN today, was generally getting the usual 3 x more exp than bayld, but on occasion I'd get the same for both.
And later on in the day I seemed to be regularly getting more bayld than exp!?
No idea what I was doing differently, so I won't be able to re-create it. The only thing that I can think is that there were a few more people there towards the end. does more people mean more bayld, but lower exp?
Were you participating in the simon says portion of colonization reives? As in actively following the momentum bonuses? Only thing i can think of.
I know its been said but to participate in marjami rieves for 4 hours and get 4 pebbles is BS. SE needs to get off their dead ass and fix this crap.
Oh and another thing. 5 seconds is not enough time to reenter a reive if you wander too far unknowingly, especially since the borders are invisible.
Definitely agree. It should be at least 10 seconds if not 15 to reenter.
And only 1 min before being able to re-enter.
I would like a Tweak so that you can't get Bayld 2 times in a row from the same Reive location, This would prevent people form AFKing all day just getting bayld.