I have zero issue with how Castrum works now. If you're there for Castrum, than you'll know beforehand to avoid CE anyway.


At the very least there should be an official 10 minute warning to castrum.
Though I guess I dunno if that would help anything. People give unofficial warnings in shout chat and you still get instances where 20+ R10s enter a CE right before castrum pops
This would be the best way to go about it. People get into a CE, suddenly Castrum queue pops. They have enough time to fail/succeed in the CE, and can queue up for Castrum. As it is right now, nobody wants to do CEs near the Castrum opening because it's a trap, you're not going to get into Castrum if you enter that CE. And it's not a sure fire thing, but 90% of the time (over 14 attempts to get into Castrum the past 2 days), entering that CE = no Castrum, and depending on how many entered the CE, Castrum has to be aborted because not enough people even joined for it. It's not even like we haven't gotten a 10 minute warning for something like this before either, because in Eureka Hydatos the weather itself changes as a warning that "Baldesian Arsenal pre-event has popped." Just having a warning or a specific FATE pop beforehand would be a nice way to let us know it's coming.


One option is to make it like ocean fishing: castrum always happen at certain server hours. Another could be give it a progress bar to the instance and all the stuff players do in Bozja increases it. Once at 100% it's open and your chances to get in are based on your overall contribution.


Honestly I had thought Bozja was going to be semi pvp or at the very least a string of fates like done in Guildwars 2.
As in:
Step 1, resistance has the base camp, and is pushing back (do skirmishes) or delivering supplies to outposts.
Step 2, outpost telecoms talks and camps are online, ready to go. Objective is to protect outposts and build supply or whatever to be in staging position to attack castrum. Something like setting up artillery or disabling an enemy launch point.
Step 3, counter attack, ultimately leading to castrum raid.
This is how it works in GW, and if steps fail, progress falls back a step. In addition enemy forces work to do basically the same thing to take back territory, so it’s always give and take.

Looks like recruitment time will be changed from 1 minute to 6 minutes in an upcoming hot patch, per the japanese forums here. woowoo
The absolute worst thing about this whole system is that you have no way of telling how "old" an instance is, because if it locks, then Castrum will no longer spawn.
I spent the better part of the day trying to get into Castrum only for all three of instances I was in to just lock before it could pop again.



There was a response about this in the japanese forums, after some google translate it seems they're gonna increase the queue time for Castrum to 6 mins in a hotfix.
Naoki Yoshida:
Source: http://forum.square-enix.com/ffxiv/threads/113554 at 1:14:22...Similarly, these older MMOs also had a system where your house would break down if you didn’t log in after a while in order to have you continue your subscription, but this is a thing of the past and we won't have any system like that.


You can usually take a good guess on the basis of the timers at the "Adventurer List". Same as in Eureka. If there are people with only 60 minutes left, it's probably not that new.The absolute worst thing about this whole system is that you have no way of telling how "old" an instance is, because if it locks, then Castrum will no longer spawn.
I spent the better part of the day trying to get into Castrum only for all three of instances I was in to just lock before it could pop again.
Pepsis Eorzea-Tagebuch:
https://de.finalfantasyxiv.com/lodestone/character/22850747/blog/
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