[dev1149] Reive Adjustments

Language: JP EN DE FR
New Items
2026-01-06
5023 users online
Forum » FFXI » General » [dev1149] Reive Adjustments
[dev1149] Reive Adjustments
 Bismarck.Llewelyn
Online
Server: Bismarck
Game: FFXI
User: Llewelyn
Posts: 1029
By Bismarck.Llewelyn 2013-05-22 15:20:08
Link | Quote | Reply
 
Hiring mercenary NPCs? :o Sounds like that could be neat.
[+]
 Valefor.Prothescar
Guide Master
Offline
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-22 15:22:52
Link | Quote | Reply
 
[+]
 Asura.Isiolia
Offline
Server: Asura
Game: FFXI
User: Isiolia
Posts: 455
By Asura.Isiolia 2013-05-22 15:28:33
Link | Quote | Reply
 
Valefor.Prothescar said: »

Heroes were even better than the standard henchmen.

Though I shudder at the thought of needing to gear a full party in XI.
 Ragnarok.Godsmack
Offline
Server: Ragnarok
Game: FFXI
Posts: 86
By Ragnarok.Godsmack 2013-05-22 15:57:17
Link | Quote | Reply
 
why we can submit feedback about rieves and we cant do that about R/M/E..??all doing rieves anyway but no1 is doing RME anymore..So why Se dont listen ppl about this important things and don't upgrade dmg to empy till dont reach lv 99?..this make me lol really.
 
Offline
Posts:
By 2013-05-22 16:07:47
 Undelete | Edit  | Link | Quote | Reply
 
Post deleted by User.
[+]
 Ragnarok.Godsmack
Offline
Server: Ragnarok
Game: FFXI
Posts: 86
By Ragnarok.Godsmack 2013-05-22 16:14:05
Link | Quote | Reply
 
Valefor.Angierus said: »
Because they know people like you cannot grasp the concept of moving forward.
yeah.. for what?for get a weapon with 230dmg in six hours..where is the fun?
[+]
Offline
Posts: 23
By SwearingTom 2013-05-22 16:18:31
Link | Quote | Reply
 
This is about reive adjustments, stop bringing up the RME fighting.
[+]
 Asura.Hoshiku
Offline
Server: Asura
Game: FFXI
User: Hoshiku
Posts: 802
By Asura.Hoshiku 2013-05-22 16:42:02
Link | Quote | Reply
 
I think it's difficult to balance reward and effort in the reives. Currently if there are lots of people or even a few very strong DD present the obstacles go down too fast. While the 2 guys destroying the obstacle get 5k bayld for their work, anyone else present is lucky to get 1000 bayld total before the reive ends. There are certainly events which are job selective but must reive be one of them? These proposed adjustments do not sound to me like they will fix this problem. I think obstacle hp should scale with number of players present. Furthermore if they're going to design a system that can be cleared quickly by a few very strong players then they either need to award all players who participate with the same amount of bayld, give some sort of bonus for finishing under a certain time limit, or prevent the obstacles from being destroyed so easily.
[+]
 Ragnarok.Hotkarl
Offline
Server: Ragnarok
Game: FFXI
User: hotkarl
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:09:06
Link | Quote | Reply
 
Asura.Hoshiku said: »
I think it's difficult to balance reward and effort in the reives. Currently if there are lots of people or even a few very strong DD present the obstacles go down too fast. While the 2 guys destroying the obstacle get 5k bayld for their work, anyone else present is lucky to get 1000 bayld total before the reive ends. There are certainly events which are job selective but must reive be one of them? These proposed adjustments do not sound to me like they will fix this problem. I think obstacle hp should scale with number of players present. Furthermore if they're going to design a system that can be cleared quickly by a few very strong players then they either need to award all players who participate with the same amount of bayld, give some sort of bonus for finishing under a certain time limit, or prevent the obstacles from being destroyed so easily.
This
Offline
Posts: 3206
By Enuyasha 2013-05-22 17:23:09
Link | Quote | Reply
 
I think they should just change the way AoE damage functions...because i LOVE when some idiot is on the roots tanking 30 rabbits and 10 of them do an AoE WS at once and wipe me out...thats always fun.
[+]
 Ragnarok.Hotkarl
Offline
Server: Ragnarok
Game: FFXI
User: hotkarl
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:25:07
Link | Quote | Reply
 
Auto re-raise would help that problem a bit too.
Offline
Posts: 3206
By Enuyasha 2013-05-22 17:26:31
Link | Quote | Reply
 
Ragnarok.Hotkarl said: »
Auto re-raise would help that problem a bit too.
im hoping thats one of the reive bonuses aswell as haste/max attack and max stat bonuses.
 Ragnarok.Hotkarl
Offline
Server: Ragnarok
Game: FFXI
User: hotkarl
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:31:34
Link | Quote | Reply
 
Yes, I for one would be a lot more willing to do reives if I knew I could safely participate during non jp hours without dying from a random x4 AoE, or bunny rape-ga and not get raised by the random whm that runs off lol. And logging my friends mule in to heal is just too annoying just for reives.
[+]
 Asura.Echandra
Offline
Server: Asura
Game: FFXI
User: Echandra
Posts: 546
By Asura.Echandra 2013-05-22 17:40:38
Link | Quote | Reply
 
Enuyasha said: »
I think they should just change the way AoE damage functions...because i LOVE when some idiot is on the roots tanking 30 rabbits and 10 of them do an AoE WS at once and wipe me out...thats always fun.

Love the tunnel areas (moh/sih/cirdas) and the wonderful knockback mobs. Let's fight in a 5 foot space but have mobs that knock you back 20 feet and stun you so you don't even have the chance to run back in the battle area!! They could always stand to increase the size of the battleground, or get rid of one or ten of these mobs. If your mobs don't even have room to stand freely in the area and are all dogpiled on top of each other isn't that a subtle hint the area is too small? It's like running NNI into a dinky room that has....hydra or fafnir. How the *#&@ did you even get in this room in the first place?!

The aggression of mobs should be considered too. Since some reive mobs aggro you and others don't. If your low group gets KO'd for some reason, you can't even properly recover since 10 mobs pounce on you soon as you get up. Putting an Auto-RR would be making it too easy imo,since you could just zombie it forever, but you should at least have a chance to get up and recover before the mobs become aggressive again.
[+]
Offline
Posts: 3206
By Enuyasha 2013-05-22 17:46:52
Link | Quote | Reply
 
Well, when you raise you have a limited time or until you act again (i forget which) until the mob aggros you. You an enter a reive and run into the roots if you havent done anything yet :< But pop a JA or something and BAM all over you.
 Asura.Echandra
Offline
Server: Asura
Game: FFXI
User: Echandra
Posts: 546
By Asura.Echandra 2013-05-22 18:12:24
Link | Quote | Reply
 
Enuyasha said: »
Well, when you raise you have a limited time or until you act again (i forget which) until the mob aggros you. You an enter a reive and run into the roots if you havent done anything yet :< But pop a JA or something and BAM all over you.

Entering to trigger the rieve isn't what I'm referring to. For instance, any reive that has a chapuli mob (ceiz, sih gates for example) if you get KO'd and you raise by it, it's on you soon as your raise delay/move lag expires, on top of it probably linking any others nearby. At best you might be able to finally slide inch by inch until you exit the reive if you've got twilight on, which would defeat the whole purpose of properly raising and recovering in the reive. If you're a non-Twilight job and you had your initial RR up, you're definitely done unless there is someone to pull the mobs off and in the case of a lowman or total wipe...there isn't.
Offline
Posts: 3206
By Enuyasha 2013-05-22 18:28:11
Link | Quote | Reply
 
Asura.Echandra said: »
Enuyasha said: »
Well, when you raise you have a limited time or until you act again (i forget which) until the mob aggros you. You an enter a reive and run into the roots if you havent done anything yet :< But pop a JA or something and BAM all over you.

Entering to trigger the rieve isn't what I'm referring to. For instance, any reive that has a chapuli mob (ceiz, sih gates for example) if you get KO'd and you raise by it, it's on you soon as your raise delay/move lag expires, on top of it probably linking any others nearby. At best you might be able to finally slide inch by inch until you exit the reive if you've got twilight on, which would defeat the whole purpose of properly raising and recovering in the reive. If you're a non-Twilight job and you had your initial RR up, you're definitely done unless there is someone to pull the mobs off and in the case of a lowman or total wipe...there isn't.

and i meant during the reive :< They dont immediately jump on you when you raise unless you do something or the raise animation time is the breath of life SE gives you before the mobs notice you again. I cant remember which it is or i'd have a mroe snarky filled remark to rebut with :<
 Asura.Calatilla
Offline
Server: Asura
Game: FFXI
User: Calatilla
Posts: 2507
By Asura.Calatilla 2013-05-22 18:48:55
Link | Quote | Reply
 
Reive mobs are like any other aggressive mob if you are participating in a reive, if they're near you when you try to raise they'll be on you before your character is even upright.
 Leviathan.Kincard
Offline
Server: Leviathan
Game: FFXI
User: Kincard
Posts: 1442
By Leviathan.Kincard 2013-05-22 22:00:25
Link | Quote | Reply
 
Hm, NPC mercenaries. Wonder if you'll be able to take them into skirmish, nm fights, or fractures.
Offline
Server: Odin
Game: FFXI
Posts: 25
By Odin.Blackthanos 2013-05-23 00:19:22
Link | Quote | Reply
 
Asura.Calatilla said: »
Reive mobs are like any other aggressive mob if you are participating in a reive, if they're near you when you try to raise they'll be on you before your character is even upright.

I think he must mean if there is a total wipe you can raise and the mobs won't aggro you as long as no one is attacking the mobs or roots.
 Fenrir.Slycer
Offline
Server: Fenrir
Game: FFXI
User: Slycer
Posts: 37
By Fenrir.Slycer 2013-05-24 22:20:42
Link | Quote | Reply
 
I posted this at BG earlier, but I don't think it got carried over. Some interesting updates, including timing for the version update, so figured I'd post it over here as well:

Matsui: Random Posts

None of this is direct translation, but from a few different Matsui posts, the following details were dropped:
  • They're considering 50,000 bayld flat rate for all Wildskeeper Reives, rather than differing by areas. This will still be affected by fame reduction, and they won't be changing the drop rates.

  • In addition to the adjustments in the Reive post, they're also planning adjustments for the areas not mentioned (Sih, Moh Gates, Cirdas), but they don't know whether or not they'll make it for the next version update.

  • They are considering adjustments to the repop time of Reives, but they don't want to mess with it too much as there are positive and negative aspects about changing the repop time in either direction.

  • HP/attack/defense of Reive monsters will be adjusted in tandem with taking a look at the AoE ranges and knockback effects.

  • They do not have a confirmed date yet, but the next version update is planned for "early summer."

[+]
VIP
Offline
Posts: 21757
By Kalila 2013-06-07 10:42:31
Link | Quote | Reply
 
06-07-2013 04:27 AM
[source]
Gildrein
Community Rep

[dev1149] Reive Adjustments

  • The evaluation method for Lair Reives, Colonization Reives, and Wildskeeper Reives will be adjusted.

    • Physical damage, magic damage, healing, and other separate evaluation aspects will be consolidated into one category.
    • The stored evaluations will yield experience points and Bayld based on the amount of boss monster or obstacle HP reduced.
      With these changes, evaluations will take place separately from obstacle and boss HP reduction, changing the way in which players receive rewards.

  • The strength of monsters and how often they spawn* will be adjusted for Lair Reives that occur in the following areas.
    Yahse Hunting Grounds / Ceizak Battlegrounds

  • The strength of monsters and how often they spawn* will be adjusted for Colonization Reives that occur in the following areas.
    Yahse Hunting Grounds / Ceizak Battlegrounds / Sih Gates / Moh Gates

    *As an adjustment for solo and low-man groups, the HP, attack power, and other parameters of monsters will be reduced, the detection range will be reduced, and spawning frequency will be reduced.

    Test Server Only
    Reive evaluation adjustments are currently a work in progress.

Subscribe
[+]
 Quetzalcoatl.Absolutezero
Offline
Server: Quetzalcoatl
Game: FFXI
Posts: 183
By Quetzalcoatl.Absolutezero 2013-06-07 10:53:01
Link | Quote | Reply
 
OK, so evaluations will be based on HP reduction, but will take place separately from HP reduction? I swear my reading comprehension is usually excellent, truly it is, but this seems confusing...
 Phoenix.Brixy
Guide Maker
Offline
Server: Phoenix
Game: FFXI
User: Brixy
By Phoenix.Brixy 2013-06-07 11:15:44
Link | Quote | Reply
 
Quetzalcoatl.Absolutezero said: »
OK, so evaluations will be based on HP reduction, but will take place separately from HP reduction? I swear my reading comprehension is usually excellent, truly it is, but this seems confusing...

currently the exp/bayld you get depends on how much the root/rock/tree has been damaged. if no one is attacking it then no one gets exp/bayld. The way I am reading it after update you will still get exp for actions even if the root/rock/tree has not been damaged.
 Ragnarok.Sekundes
Offline
Server: Ragnarok
Game: FFXI
User: Sekundes
Posts: 4217
By Ragnarok.Sekundes 2013-06-07 11:16:01
Link | Quote | Reply
 
I want to say it means the cap of the rewards you get during evals are based on the hp reduction of the boss mob but the actual timing of how often evals happen will take another factor in to account. Such as a time period or perhaps a combination of factors.

But yeah... that's kind of a cluster *** of a way to say it.
Log in to post.