I don’t understand what is meant by “so that it will be easier for solo players and smaller groups of players.”
(Since I believe that adjustments for knockback effects and effect ranges are going to be implemented for reasons other than the one quoted above)
- Lowering the levels of weak monsters
- Increasing the time between repops of weak monsters
- Decrease the number of weak monster pops
- Lower the HP of obstacles or reduce physical damage reduction
If the above adjustments are going to be made, I believe that the reives must also be adjusted so that they spawn more frequently.
We will prioritize the adjustments of HP, Attack and DEF settings of monsters, as well as knockback effects and effect ranges.
These are the problems I have encountered with the reive system
- The enemies’ attacks are too strong, so it is difficult to complete this content with a small number of players unless you have an Ochain paladin.
- If you have too many players, the content ends too quickly. As such, you end up spending more time waiting for the next occurrence than you did playing the content.
I agree, and it seems like the problem will be solved.
However, since doing so may result in 2 occurring at a faster rate, we believe we would also have to make the following adjustments:
- Shorten the time between colonization reive occurrences
- Adjust lair reives (which are being forgotten) so that they are comparable to colonization reives
- Be able to disperse into Sih Gates and Moh Gates, Etc.
We will look into adjusting the time between colonization reive occurrences separately.
We understand why you would like colonization reives to occur more frequently in specific zones and locations.
However, as more zones are added, we are not sure that shortening the reoccurrence timer will always result in positive results.
In other words, we do not want to encourage users to stay in certain locations repeating the colonization reive there. Rather, we want users to adventure to various locations where they are able to enjoy various reives.
In addition, we would like users to have a reason to return to older reives even after new ones are implemented, as well as a reason to play during off-peak hours.
Considering the above points along with implementation plans of future quests, we will do our best to include the adjustments to Sih/Moh Gates in the next version update.
Because of the unclear implementation date for the reduction in points needed for the wildskeeper reive key item, players will be unsure whether they should wait to participate in this content. As a result, I think that it will be more difficult to find other players to participate in wildskeeper reives. Please let us know when this adjustment will be implemented so that we can plan accordingly.
I apologize that I cannot provide a more precise date, but we are planning for implementation in the early summer.
I wish that appealing NPCs would participate in reives.
In both campaigns and besieged, there are appealing NPCs.
Appealing NPCs motivate players to do their best to protect or help them.
Boring NPCs like Bastion from Abyssea may help you strategically, but they do not make the game more enjoyable.
Personally, I think it would be great if there was an NPC that confidently used weaponskills one after the other.
Of course it would be amazing if there are accompanying quests!
I understand that it is difficult to build characters in NPCs, but I would appreciate it if you could consider it.
I will send this to the world team for inspiration.
I agree that I would like the NPCs that join you in battle and mercenary NPCs to have a lot of character, so I will be sure to let the team know. Please give the team your support!