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  1. #1
    Player Godofgods's Avatar
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    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99

    Further campaign adjustments

    Im not even sure where to start. Used to have enough info to make a full report on this lol. But that was before abyssea, and things have certinaly changed since then. However several are still relavent.

    First off, some basic changes.

    Let ppl be able to warp to beastman strong holds. While i get it from a storyline perspective of not being able to, its a bit more then an inconvience. Even if campaign was full of ppl again, (and even back when it was) most ppl will simply ignore fight in those areas because the time involved to get their. And by the time they do, the fight would probably be over anyway, so what was the point.

    And on that note, (expecaly in the beastman strong holds) you should rly reposition the natural mobs away form the campaign fight. Their nothing quite as fun as trying to do campaign and getting killed by reg mobs because their so close to the fort.
    Or atleast make it so no none-campign mobs will agro while under the effect of allied tags unless you provoke them somehow. (or run to far away form fort)

    Reposition certin tag giver npcs.

    Some of them are in very bad locations for the mobs given. The perfect example is Battalia Downs. The Npc is directly in front of the fort where the orcs will attack. But since their the Gravemaker division, (high magic users) they stand right next to the npc and spam high tier aga's. So the moment you get tags your killed.

    On the same note, when you get tags it should automaticly inrole you into a Union. Nothing like trying to select one while getting aga spamed by mobs. Set a maximume number to a union and let it place them into the next available one untill its full, then start next one.

    Union loot

    Im sure of anything said here that ppl might not like, itll be this one. But their should be some sort of limit to what you can lot on from the spoils. Most ppl simply lot every single item without even looking at it. It doesnt matter if its a high seller or something they can use, jsut lot lot lot. Iv seen ppl go grazy over lotting an arrowwood log (like 18gill to buy).
    But whats more annoying is seeing the same peron/s winning the lots every single time. Many times iv seen untions with 10-20 ppl in them, get a full list of drops at the end, and the same two people have the high lots on every single item. While everyone else is out of luck.

    I always wanted to see unions with a 10 person maximue (since 10 loot items max) with a limit of each person only able to obtain one item. I think it would be a lot more fair, and make ppl actuly think about what they want. However im sure all the greedy ppl wouldnt care to much for that.

    Jeuno

    This one iv wondered about ever since the north lands were added. It used to be one on one in terms of forces. (Sandy/orc Bascock/turtle Windy/birds) THen they added the north lands (which is fine) and a ton of demon divisions which shifted the power a fair bit. So if their added for the beastman, why is jeuno not added to the allied side? They were part of the war so theirs no reason they shouldnt be added. The question would be what areas do they take charge in. Since each nation has 5-6 areas to patrol, id say keep it the same. Let jeuno forces patrol the areas right outside their border alogn with the main nations. (battalia downs/the eldiem necroplos - rolenberry feilds/crawlers nest - saumaruge champaign/garalidge catedreal) (massivly bad spelling i no, shame theirs no auto translate here). 6 Areas, all directly outside their gates, so it makes sence they would patrol them. And help even the score.

    Spawn locations/advancing

    These have a number of problems. Mainly when attacking a fort since theris no mobs around. Instead of having the enemy advance on the fort to defend it (which would make sence) they simply spawn outa nowhere with no warning, directly on top of you. And simply massivly killing anyone that was atakcing or near the fort with no effort. Some times you cant even raise up till the battle over because theirs no way you can excape the area before they kill you. That deffenitly needs to be altered. If you cant simply appear liek that to attack, then you shouldnt be able to, to defend.

    Beating the endless wall

    As it stands now, their is absolutly no real point in this. You dont get any kind of rewards, you get no exp, you risk mobs poping on top of you and killing you, and it becomes a massive waste of time. It realy needs to be changed/altered.

    Incentive

    Theirs not a ton of incentive for anyone to do campaign now a days. Abyssea took care of the exp issues for the most part, and the drops in campaign arnt all that note worthy. So some incentive needs to be added. Increaseing the exp/AN cap was a good start, but alone will not be enough. Considering all the other events and new items each lvl cap raise, new equipment is not realy something id be happy to see. Which leaves very few things i can think of that make sence.

    One would be a little bit of an increase in small ancient curreny peices. (1 byne bills, O bronze peices ect) The other (and im sure everyone would support this now) is the reintroduction of skill ups to campaign. While i saw the logic in removeing them back when you did, with the level cap increased, skilling up can be a bit of an issue if you dont want to waste a lot of time/stones in abyssea. A good choise would be to do campaign if you were allowed to skill up again. At this point, its probably one of the biggest incentives you can logicly implament. It would also help take care of the 'beating the endless wall' probablem.

    The soloer

    This ones purly for the players. Im sure everyone that did campaign a few years back can remember the one guy that would take a mob, and run to the other side of the map to ensure that noone could find him, that way he can solo his own mob.
    While soloing them in general is no big problem issue, when all the mobs are defeted except that one, and everyones running around the fort with nothing to do because they cant find the mob, is highly annoying. Expecaly if its something like an Anderes dog which can heal itsself forever. Meaning everyone else is force to span the globe trying to find it, or waiting till the system forces the battle to end.
    Few options to try and offset greedy behavior like that. You can make it so campaign mobs will only chase a player so far, then jsut go back to fort. Or make it so campaign tags wear off if you run to far away form battle (like in viodwatch). Both could be abused somehow im sure tho. So my first idea was simpley; after a certina mount of time after the battle starts, say the time it takes the enemy to rech the fort or when theirs only a certin number of mobs left, they appear on the palyers map. That way no matter how far they run, they cant hide. And a marker on a map is much harder to abuse then the other two options.

    Beastman strong hold or northlands

    It was hard enough for nations to take over beastman strongholds, but with forces now divided to atk the north lands, its impossible for them. At least on my server, i have never seen the La Value taken over since the intro of north lands. Their needs to be a new ballance for that.


    * New tactics.

    This ones a bit diffrent from what were acustomed to seeing in campaign. But ever since the beggining, certin troop deploymenys never made sence to me. If sandy has all areas except La Value lets say, that means were right up on the orcs door step. So how exactly are they able to mount an attack on east ron? (same thing applies to allied forces attacking) That just never made sence to me.

    I was thinking that forces can only attack areas that are connected to areas they controll. Which to me, is logical. So if the ocrs only have La Value under their controll, they can only reach Jugner Forest, so thats all they can attack.
    If the orcs owned jugner however, they could attack east ron, vunkerl, and battala downs, since jugner has exits to all those areas.
    And on the reverse side, if sandy lost most of its areas, and only controlled east ron, then the only areas they could attack is jugner since thats the only exit on the map.

    It seems much more local to me. And would make for some interesting campaign battles. Im sure programming new troop deployments to work within that would be no samll task however. It might also help take care of the problem with troops divided between attacking beast strong hold and the north lands (assuming nations managed to hold their areas)

    And since im way behind schudel today, ill end it their for now!
    If you actuly read all that, i comende you'
    (4)

  2. #2
    Player Covenant's Avatar
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    May 2011
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    365
    Character
    Covenant
    World
    Carbuncle
    Main Class
    DRK Lv 90
    What's good good for the goose is good for the gander. If we, as players are allowed to attack anywhere so to should mobs be able to attack.

    -as far as when mobs defend a fort... They're just coming out of bed so of course thell just "pop put"

    -as far as strongholds, yes a warp directly to entry zone even at a raise cost of 200~500 Allied Notes, would be cool. Or alternately, NM mobs and generals during regular Capmpaign could concievable drop "retrace-"stronghold name"". So any Orc defeated coould drop "retrace-La Vaule" scroll. These could be stackable and tradable...Or not.
    (3)

  3. #3
    Player Godofgods's Avatar
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    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    nothin SE?
    (3)

  4. #4
    Player Kraggy's Avatar
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    Mar 2011
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    400
    Character
    Kraggy
    World
    Cerberus
    Main Class
    THF Lv 50
    Quote Originally Posted by Godofgods View Post
    nothin SE?
    Suspect they've 'done' Campaign and have moved on, I doubt we'll see any of the good changes you and others are suggesting sadly, I find it annoying they refuse to allow skill-ups or even revert to the pre-nerf situation for those prepared to risk it.
    (3)

  5. #5
    Player Godofgods's Avatar
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    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Kraggy View Post
    Suspect they've 'done' Campaign and have moved on, I doubt we'll see any of the good changes you and others are suggesting sadly.
    So it seems...
    (3)

  6. #6
    Player Jandel's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    20
    If not warping to beastmen strongold, maybe a special warp near the stronghold?
    Now there's recalls that just cut half the way (better than all the way).
    Maybe something only for certain medals? Since it's the beastmen's stronghold, only elite force is asked to help (and have privilege).

    About the forces in Jeuno I understood they're few and all needed to defend Jeuno... But I don't agree with the idea of the jeunoan's area. If they have forces maybe they can lend some help to the three nations, like demons before northlands came up.

    Anyway, just my thoughts :/
    (3)
    But the cat came back the very next day...

  7. #7
    Player Godofgods's Avatar
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    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Jandel View Post
    About the forces in Jeuno I understood they're few and all needed to defend Jeuno... But I don't agree with the idea of the jeunoan's area. If they have forces maybe they can lend some help to the three nations, like demons before northlands came up.

    Anyway, just my thoughts :/
    If they were to patrol the areas right outside juenos borders (batalia, rolenberry, samaruge (sp)) like i suggested, wouldnt that effectly be the same thing your saying?
    Note: im not talking about taking them areas away from the three nations and making them jeuno only. Just added reenforcments from jeuno to those areas. Since them patroling their own borders would help defend their nation...
    (3)

  8. #8
    Player Zaknafein's Avatar
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    Mar 2011
    Location
    Kweh!
    Posts
    539
    Character
    Fistandantilus
    World
    Bahamut
    Main Class
    WHM Lv 99
    Yeah skill ups, and some more items added to union spoils would do wonders to revitalize CB.
    (4)

    ~Party Rock Anthem~

  9. #9
    Player Godofgods's Avatar
    Join Date
    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    Quote Originally Posted by Godofgods View Post
    Reposition certin tag giver npcs.

    Some of them are in very bad locations for the mobs given. The perfect example is Battalia Downs. The Npc is directly in front of the fort where the orcs will attack. But since their the Gravemaker division, (high magic users) they stand right next to the npc and spam high tier aga's. So the moment you get tags your killed.

    On the same note, when you get tags it should automaticly inrole you into a Union. Nothing like trying to select one while getting aga spamed by mobs. Set a maximume number to a union and let it place them into the next available one untill its full, then start next one.
    Another example (and i stick to sandy areas since i use them the most) is Vunkerl Inlet. That place is often a disaster to fight in. With the bridge being the only way to get to the Tag giver, if mobs are on that bridge, its impossible to get tags and move away.

    The NPC positioning is not any better either. Most of the time the Sandy npcs will be spread out across the fort and the bridge. While the Attacking NPC's (orc or moonfang) will come in at once (all right on top of each other so it looks like one big mob) and just wipe out the npcs one by one. Since theirs spread out like that they dont stand a chance against the whole division.

    ... and speaking on the Alfa anders gnoles (moonfang warriors)... Their seriosuly should be a limit on the number of Platinume Embrace's they can use. Im sure a lot of ppl might not like that. They were the favorite division of ppl back in campaigns apex. All because they can heal themselves endlessly, giving you a near never ending battle.
    But it gets highly irratating when your actuly trying to kill one of em. Example: yesterday in campaign battle in vunkerl i fought the same moonfang dog for a good hour and never killed it. Eventuly we had 10-15 people on the same dog.. at lvl 90 cap mind you.. and didnt kill it. At one point we actuly got him down to a hit or two from death, and he spammed PLatinume Embrace 3 times within 1 minute, restoring himself to full health... yet again. Now them healing themsleves is fine. We can do the same. But we have a limit, and so should they. They should not have an endless supply of cureing power. And if thats the case, i would request then that my Blue Mage's Platinume Embrace take 0 mp, so we can have that same endless healing power.
    (3)

  10. #10
    Player Godofgods's Avatar
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    Mar 2011
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    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    to continue NPC locations, probably the biggest problem with that in (sandy area) is The Eldieme Necropolis. At least on our sever, it changes controll every single week because noone goes their. And neither to I.

    Most of the time the Orcs simply all pile together in a cross way room all on top of each other. Make it impossible to pull to pull a mob without linking 10 others. Also when the orc are invading, their run into that cross room and stay their the whole fight. While sandy npcs are at a fortifacation room the whole fight. And they merly stand their till the system forces a retreat/victory.

    The other few times, ill admite, iv showed up and run around the area for 30 min, and never been able to find the damn orcs. Thats more annoying then the preveious one.

    The fact that most ppl that are doing campaing avoid that area at all costs is proof enough of the problems their. Id suggest makeing the orc run all the way into the fort, same spot where sandy npcs would defend. Let it all be at one large room.
    (3)

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