So since challenging content is clearly not going to happen ever, can we get some downtime things to do? Such as in 11 when I was bored of dynamis, sea, or sky etc. I would go do Besieged or Campaign. Can we get something similar for 14?
Printable View
So since challenging content is clearly not going to happen ever, can we get some downtime things to do? Such as in 11 when I was bored of dynamis, sea, or sky etc. I would go do Besieged or Campaign. Can we get something similar for 14?
sorry, SoF was too hard so besieged is out of the question. I shouldn't have to work as apart of a team in an mmo.
Fates are pretty much the same thing as campaign or besieged.
I was never that big a fan of Campaign, but Besieged was a blast. I wouldn't mind having something like that around in certain areas.
The sad thing is, this is how 90% of this player base thinks and its ruining the game. We need a sense of community, it feels like there is none at all.
Not really. Campaign had monsters attacking camps and cities in a different way that besieged had monsters attacking al zahbi albeit the same focus. Fates on the other hand are copy and pasted Rifts which are in no way related to how campaign or besieged operated at all.
My god besieged would be amazing. This game's engine could handle it so much better than XI did too.
Besieged didn't require working as a team. You literally went in, killed what you saw, left when it was over. It would work just fine. It only took a few players really paying attention to the flow of battle to watch the astral candescence while everyone else fought the horde..
Fates are nothing like besieged. It was far more than just fighting a bunch of mobs.
It's very unfortunate. I totally understand the mentality of not wanting to grind levels and be able to solo(even though XI taught you your job/role or you never leveled) but even in end game there needs to be more community and challenge oriented content. Even if it is something you do in your spare time such as a campaign like event in XIV.
You people suck at explaining what both these 'event' are lol
I am shocked the "If you want something from XI, go back to XI" crew hasn't come kicking and screaming into this thread.
Having Besieged back would be awesome.
Besieged monsters would come attack a main hub city every so often you fought them and they would eventually retreat. You earned points to buy some average to low quality gear.
In the next expansion SE liked besieged so much they thought why not have it in every zone, so we got Campaign.
Campaign, almost every zone in the expansion Wings of the Goddess would have a outpost which is basically a base which beastmen would attack frequently. You would look at a region map to see what zones are currently being attacked because they had a sword icon by them you would teleport to a zone being attack fight off all the monsters once they were dead or enough killed that they ran away you got allied notes which you could use to buy some average to low quality gear.
Basically I see this the same thing as fates more or less.
Could always google it, not that hard. Anyway, here's a quick breakdown:
Campaign: You were either on offense or defense. While on defense, enemies would attack your base and you had to fight them back. If you held them off for "X" amount of time, or defeated their general, you won. On offense, there was a wall or a box called "Fortifications" that you had to wail on for a good 20 minutes until you won. You could fight enemies too, but it was unnecessary for winning. Auto attack that box baby.
Besieged: One to three enemy armies would invade Aht Urghan Whitegate and you had to fight them off. Win conditions were you survived long enough for them to retreat. In order to lose, your five generals had to be killed, and then they had to break into the Astral Candescence room and steal it. If they did, you lost all the unique buffs that Sanction gave you. Additionally, during the invasion, they would randomly kidnap NPCs, so you'd lose access to things like the auction house, the chocobo stables, etc, until you went and rescued them.
Because it can be quite long.Quote:
You people suck at explaining what both these 'event' are lol
But thank you for using the wrong word, now I know where I can begin : Besieged and Campaign are not "events", they're "systems".
They do have a "battle" event which is the tip of the iceberg (thus the confusion between Campaign/Besieged and Fate) but the important part is they involve stuff outside of fighting and they have some consequences on the world.
The advantages of such system are :
- it involves everyone, from every level without the need of a bandage like level sync, since low level players can do small operations for sabotaging or gathering resources.
- and everyone wins. In Fate/Guildleves/Donjons in FFXIV, you earn your XP, your gils, your stuff. In Campaign/Besieged, each player earn XP/currency indeed, but when you free an important NPC, it's for everyone.
And what FFXIV can brings to make these systems even better : the engine, the interface and the centralized tutorials.
It was also an overly simplified explanation of the overall concept. Was just pointing out that it was quite easy for people to go in solo if they so wished and not be detrimental to the overall goal.
To expand further. The city had in it's possession a relic called the Astral Candescence. It sat in a shrine like room in the part of town that was attacked. Players were rewarded with various buffs for consecutive days that it was held without being stolen so all players were very interested in holding on to it as these buffs were not trivial. Occasionally one of the beastmen races would attack en masse to retrieve it from the city. All the way from lowly puk like enemies all the way to HNM-like bosses like hydra's would attack. These fights for the city would easily last around 20 minutes long and were no where near as trivial or as fleeting as fates. It was a large scale battle with hundreds of enemies attacking the town.
Additionally, the city had 5 Generals that would come out and fight with the players. Each conferring their strength to the battle. If they fell in battle it had a noticeable effect on the battle so players frequently would stick to a general and help them. If even a single beastmen reached the candescence they would take it and immediately pull out of the zone. Otherwise you had to fight them off long enough and they would eventually retreat.
One of the cooler side aspects was what happened with NPCs during the battle. Various NPCs in the town would be kidnapped during the battle. These NPCs were sometimes not so important or others were super important to the point of necessity. Players would then have to storm the beastmen strongholds and rescue those npc's before they could be used in town again. If the candescence itself was actually stolen the players would lose all the buffs it conferred and an alliance would be required to head to the main boss room at the back and fight the head of the beastmen race to retrieve it. This was generally considered to be a very difficult fight and when you finished it you were welcomed back like conquering heros, candescence in hand.
It was so much more than simply zerging enemies. It created intense moments of failure, spontaneous teamwork, and heroism. The complex mix of open world side content it produced and the severe sense of sever camaraderie was truly some of the best moments from XI.
Campaign would be so amazing. Besieged would be pretty cool too. That feeling that you're contributing to a living breathing world is hard to find in modern MMOs.
It was also super annoying for anyone at appropriate level for a region that was trying to quest or level there.
Besieged and Campaign had an overarching goal with consequences. FATEs don't, except for the odd one like the one at High Bridge. Something like Campaign had you battling for strongholds across the map, if your server won frequently, battles would be taken to new zones. If you lost frequently, cities would come under attack. Lose Besieged and you'd lose certain buffs, most you lose from some FATEs is the chance to buy a minion...
Ishgard actually would have been perfect for Besieged, shame what I've seen from Yoshida regarding XI content is "Go play XI then", so much for making an MMO which appeals to a wider audience, never mind the fact that XI is basically on deaths door at this point...
Basically, events which the entire server came together for a single goal.
Besieged had you defending the Astral Candescence, which provided buffs alongside the Sanction bonus in the expansions zones. There were three beast tribes which would build up their forces (IDR what exactly caused an attack, but at Lv1 they were fairly weak, at Lv8 they had pretty strong forces, the Mamool Ja had the boss from Wanderer's Palace (Hard) as their leader, and the Trolls could have Cerberus joining them, etc.) before attacking the city to take it, during the battle 5 NPCs would be key to defending it, if they fell then the doors would open and the beast tribe attacking would go for the AC and we'd have a last stand. NPCs could also be taken during the battle and we could travel to enemy strongholds to save them, there was also a unique instance for taking back the AC should we actually lose it. I think you could also enter their stronghold while they were building up their forces to disrupt their progress. When they launched an attack they also actually traveled from their stronghold to the city (rather than just teleporting there) and you could run into them and delay them IIRC.
Campaign was set across the entire map of Wings of the Goddess, which was set during a period of war. Every zone would have a stronghold which we would defend or fight for. If your server lost all of them, the beast tribes would march on the cities. If you continued winning then you'd push into the Northenlands where the Shadow Lords castle was. There were also Campaign Ops (which were somewhat like Levequests I suppose) which, IIRC, were somewhat dependent on the zones your city controlled. Fairly sure there was a fairly major one in which you got to enter a special instance to fight the Shadow Lord for some fairly nice gear, was dependent on the Northenlands falling under your control IIRC. Campaign also included its own Rank system, similar to our current Grand Company Ranks (Besieged did as well, but IIRC it wasn't tied to Besieged but a different event called Assault), so the more battles you participated in, the higher your Rank would be and the more gear you could purchase/etc.
Anyone saying that Besieged or Campaign were basically FATEs are doing the two a huge disservice. Your server lost Besieged you all lost fairly nice buffs. Your server lost Campaign and you'd risk having the city hub overrun with enemies. FATEs have zero consequences and very few of them are connected. The closest XIV could probably get at the moment is if Odin was marching on Gridania with every other FATE in the zone. That's the kind of large scale event Besieged/Campaign were.
I agree that Besieged is perfect for the new Ishgard region. This expansion needs a fresh, new "system" like that. The dev team can put their own FFXIV spin on it. It does not have to be exactly like XI's. What we are getting are basically new, bigger zones and more of the same type of content. New Relics, Tomes, primals, and a CT/Coil type area with Alexander and Alexander Savage. It is a like a vicious, boring cycle of vertical progression that has been going on since launch. This airship thing seems to be the only new idea they are working on and that seems to just be a new version of treasure maps.
Sounds fun.
More fun if have auto invite or form a party just like a FATE lvl sync button, just click and you're in party already.
Campaign and besieged were a lot of fun in the day, currently still play xi (11 yrs now) but never partake in them now as their rewards are no longer current/needed for my charactersand the fact that the population is almost nil.
Anything that is open world would be welcomed.
Ability to join in at any time... solo or while grouped is what the game needs but on a massive scale with decent rewards for partial and for full completion.
FATES are a far cry from these old events but also their reward is very lackluster.
Besieged was nothing like fates there was a set timer that built up till it started it could be reduced and delayed by invading a beast tribe stronghold and once it started the mobs would make their way through the zones till it reached the location then the fun started they invade the city if your in a party your separated from them. Then either had to stand and hold where you ended up or meet up with every one also there wer different districts you had to defend if the leader of that district fell they are captured and they get closer to their objective.
Here's a summary of what it involves.
Mobs storm the city
Must defend each district
Mass waves of mobs that invade each part
Npc support helps kill mobs
NM throughout the invasion
The tribes leader joins the fight
Failure to defend the NPC's assigned to each district results in the mobs going for their objective which is to steal a relic of some sort.
Defeated npc's can be rescued to get them back for the next invasion.
It is in no way like fates I hope they do this for Isgaurd judging by the Heavensward trailer we may get this.
i enjoyed both , besieged because was 1 and lots of monsters attacking the city and kidnapping NPcs lol that poor taru teleporter :(
campaign was better , since u changed the scenary ,and traveled around Vanadiel , Fort karugo was awesome for defending , that Aoe Sweep stun sucked tho (damn yagudos!)
More content ouside DF and around the world ? yes ,please !
A dragon campaign against Ishgard could be awesome ! and it makes sense ^^
I'm definitely not saying bring back these 100% copy and paste, I would enjoy a XIV spin to it, however, the point is we need something along these lines.