Page 5 of 8 FirstFirst ... 3 4 5 6 7 ... LastLast
Results 41 to 50 of 75
  1. #41
    Player Komori's Avatar
    Join Date
    Mar 2011
    Posts
    521
    Character
    Komori
    World
    Bismarck
    Main Class
    WHM Lv 99
    Right now) No one does any campaign.

    2) Adding skill-ups would add a reason to campaign, instead of smashing crabs inside of a tree.

    If I had any other route to skill up jobs decently other than pull everyone else's weight in an abyssea party or Boyahda...
    (5)

  2. #42
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Rosina View Post
    He isn't talking so much about campaign rewards because that got changed and increased. He is more talking how ppl would sit idle hitting the mobs to skill up. Or sit idle to skill up on the forts. It was changed due to ppl being low level afk and hitting the forts. Now you need to participate more to get more exp/points out of it. More so defeating the enemy then the fort. And it was unbalanced in the past people got more exp in attacking then defending. So forts were left w/o defences.
    But what they did was make attacking a completely worthless waste of time. They took away any and all incentive to bother. All they had to do was ensure that an enemy base would always either have defenders at the outset, or spawn them somehow when attacked. For example, if an enemy force isn't available for guard duty then there should be Belfrys in place to spawn defenders. If the Beastmen are doing particularly well in the war they should have both a force stationed there and a Belfry as well.

    Also if the Fort isn't going to produce any XP/AN to speak of, it shouldn't take 20 minutes to be "defeated" once the defenders have been dealt with. Why are we even smashing the thing we want so badly anyway? Why are we hitting a tower with swords daggers and axes at all? There's so many ways that offensive battles make absolutely no sense.
    (7)

  3. #43
    Player
    Join Date
    Jul 2011
    Posts
    597
    On a side note, I could really go for a means of unlocking Campaign-specific WS for outside use.

    I want to see the kind of damage I could pull off on Uriel Blade with Abyssea atma/buffs.
    (0)

  4. #44
    Player Khiinroye's Avatar
    Join Date
    Mar 2011
    Posts
    204
    Character
    Khiinroye
    World
    Bismarck
    Main Class
    WHM Lv 99
    We used to never control areas because the strength of the beastmen vs allied forces was so skewed. IAn allied general could take out maybe 2-3 regular mobs before dying, and regular beastman soldiers could take out 3-4 regular allied soldiers each. The beastman generals would just steamroll entire waves of defenders. The balance of the beastman and allied forces was adjusted many times to try to fix the problems. I know on one adjustment the allied forces were made far stronger than the beastmen, and until the next update, the allied forces had most of the areas.

    XP from campaign has always been scaled based on level, so lower level people always got lower xp from attacking forts. Furthermore, forts have always had high -dt (more after the nerf), so the xp from attacking them was even less. Lower levels had to spam resisted enfeebles to get decent xp. Paralyze and slow are low mp cost, and the refresh bonus from sigil can keep mp up even for subjob mp pools.

    Skilling and xp on fortifications were already mutually exclusive, and afk skilling or xping on fortifications ran the risk of an enemy wave arriving and linking to the fortification.

    A popular suggestion back in the day that hasn't appeared in this thread is for a campaign op for players to start offensive campaign battles. 1 hour time limit, normal victory conditions, cannot use the op when a campaign battle is already ongoing. This would allow players to choose areas with defenders, and attack without having to worry about protecting the fragile Allied units.

    As campaign stands, there is little incentive to do offensive battles, since fortifications give practically no xp/notes, and battles with defenders are typically limited by how long you can keep the allied units away from the fortification area, where they get swarmed by the defenders and die (barring the broken sandy generals that have near capped defense, cure themselves, and deal massive aoe damage).
    (3)

  5. #45
    Player Modoru's Avatar
    Join Date
    May 2011
    Location
    There is only Zuul~
    Posts
    229
    Character
    Foxfire
    World
    Siren
    Main Class
    RDM Lv 1
    also why is pashhow so darned ridiculous difficult to attack? I went there once and I got aggro'd by three different armies! c.c

    Teaches me not to look away while on autorun.
    (0)
    Opinions are opinions. Keep 'em that way.

  6. #46
    Quote Originally Posted by Eric View Post
    I still have vivid memories of being attacked by Amphiptere for my first (and second) times while heading there to skill up way back when.
    I haven't aggroed the Amphiptere in months, and I've done the run about 10 times on SAM, WAR, BLM, and WHM. He's got a visual effect underneath him that blows a snow cyclone upward. Stay away from that. I've only died once to a Minotaur since I came back in February, and I was still able to make it to the castle gate so I could reraise outside of aggro range.
    (0)

  7. #47
    Player Modoru's Avatar
    Join Date
    May 2011
    Location
    There is only Zuul~
    Posts
    229
    Character
    Foxfire
    World
    Siren
    Main Class
    RDM Lv 1
    Quote Originally Posted by Kaisha View Post
    On a side note, I could really go for a means of unlocking Campaign-specific WS for outside use.

    I want to see the kind of damage I could pull off on Uriel Blade with Abyssea atma/buffs.
    I would use Glory Slash on my THF, idgaf if it's a C-rank skill. I WOULD.
    (1)
    Opinions are opinions. Keep 'em that way.

  8. #48
    Player Rosina's Avatar
    Join Date
    Jul 2011
    Location
    Bastok
    Posts
    762
    There are campaign ops for both attack and defence. Just have to make sure they are avalible. But as I stated SE took it out because ppl exploited it. I didn't have fun doing campaign when you could skill up. All ppl did was bring their low levels to auto attack forts with weak weapons to skill up.

    The necropolis was popular since the warp was right at the fort. The reason no one does campaign is the gear is pointless now. (as ppl claim) and the only decent reward was the gear (or so ppl claim). Honestly this is a first I heard about ppl commenting on lack of skill ups for campaign and that being the insentive. I saw a lot of ppl on lakshmi do campaign after the change.

    But campaign is pretty old though. And once ppl got the gear they stopped doing it. If you like campaign so much, just do it for fun. No one is stoping you...
    (0)

  9. #49
    Player Komori's Avatar
    Join Date
    Mar 2011
    Posts
    521
    Character
    Komori
    World
    Bismarck
    Main Class
    WHM Lv 99
    I don't ever recall anyone doing Campaign for gear specifically. I remember it for quick EXP; chance at good spoils and to skill up on Fortifications or to clear areas to get access to Throne Room.
    (3)

  10. #50
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Demon6324236 View Post
    All they need to do honestly is make 10,000 pieces a .1% drop, 100 pieces a 1% drop, and Ancient Currency singles a 20~50% drop from mobs in the fight. Anyone who kills a mob will add 1 drop to your box, at the end a box pops up and you get your items from said box. Have it somewhat like VW except without the R/EX gear, only AC as a high reward, junkish items as everything else. I'm sure Campaign will pick up. Skillups can be added as well so long as they are done correctly to not promote mindless smashing of a fort to skillup while not actually helping anything.
    To add to this idea a little(since it seems liked :x) and make it more balanced/clear. Only mobs killed after you get tags would give you AC, not mobs before hand. Also NMs dying should give higher drop rates on most of the AC, possibly make it 1% on 100s & 20~50% on singles for normal mobs, then a 10~25% for a 100 off a NM, 1% chance for a 10,000, and a definite single if nothing else.
    (2)

Page 5 of 8 FirstFirst ... 3 4 5 6 7 ... LastLast