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.
Last edited by Zumi; 05-13-2015 at 08:05 AM.
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.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.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.
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.
Last edited by Tiggy; 05-13-2015 at 09:12 AM.
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.
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