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[dev1149] Reive Adjustments
Bismarck.Llewelyn
Serveur: Bismarck
Game: FFXI
Posts: 1029
By Bismarck.Llewelyn 2013-05-22 15:20:08
Hiring mercenary NPCs? :o Sounds like that could be neat.
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Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-22 15:22:52
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Serveur: Asura
Game: FFXI
Posts: 455
By Asura.Isiolia 2013-05-22 15:28:33
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
Serveur: Ragnarok
Game: FFXI
Posts: 86
By Ragnarok.Godsmack 2013-05-22 15:57:17
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.
Ragnarok.Godsmack
Serveur: Ragnarok
Game: FFXI
Posts: 86
By Ragnarok.Godsmack 2013-05-22 16:14:05
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?
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By SwearingTom 2013-05-22 16:18:31
This is about reive adjustments, stop bringing up the RME fighting.
Serveur: Asura
Game: FFXI
Posts: 802
By Asura.Hoshiku 2013-05-22 16:42:02
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.
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Ragnarok.Hotkarl
Serveur: Ragnarok
Game: FFXI
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:09:06
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
By Enuyasha 2013-05-22 17:23:09
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.
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Ragnarok.Hotkarl
Serveur: Ragnarok
Game: FFXI
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:25:07
Auto re-raise would help that problem a bit too.
By Enuyasha 2013-05-22 17:26:31
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
Serveur: Ragnarok
Game: FFXI
Posts: 520
By Ragnarok.Hotkarl 2013-05-22 17:31:34
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.
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Serveur: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-05-22 17:40:38
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.
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By Enuyasha 2013-05-22 17:46:52
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.
Serveur: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-05-22 18:12:24
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.
By Enuyasha 2013-05-22 18:28:11
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 :<
Serveur: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2013-05-22 18:48:55
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
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-22 22:00:25
Hm, NPC mercenaries. Wonder if you'll be able to take them into skirmish, nm fights, or fractures.
Serveur: Odin
Game: FFXI
Posts: 25
By Odin.Blackthanos 2013-05-23 00:19:22
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
Serveur: Fenrir
Game: FFXI
Posts: 37
By Fenrir.Slycer 2013-05-24 22:20:42
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."
By Kalila 2013-06-07 10:42:31
| 06-07-2013 04:27 AM | | 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.
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Quetzalcoatl.Absolutezero
Serveur: Quetzalcoatl
Game: FFXI
Posts: 183
By Quetzalcoatl.Absolutezero 2013-06-07 10:53:01
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
Serveur: Phoenix
Game: FFXI
By Phoenix.Brixy 2013-06-07 11:15:44
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
Serveur: Ragnarok
Game: FFXI
Posts: 4217
By Ragnarok.Sekundes 2013-06-07 11:16:01
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.
| 03-29-2013 12:25 PM | | Okipuit | | Community Rep |  |
| | Reive Evaluations
We've been seeing a lot of comments about reive evaluations and I wanted to give you all an update on the situation.
Healing is not being factored into evaluation
After taking a look into this, it was determined that there is a bug. We will be working to fix this along with enhancing magic and such so that they are properly factored into evaluation.
Difficulty being evaluated
By participating in reives, a score will be attributed to you character at certain points in time as your actions are evaluated. With this score, there is a cap set for how much experience points and bayld you can acquire.
For example, let’s say there is a rule where for melee attack evaluations for every 1000 damage you gain 10 points.
In the case of this rule:
5000 damage worth of melee attacks would result in 50 points.
900 damage worth of melee attacks would result in 0 points. |
In other words, if you do not reach the minimum value you will not receive experience points and bayld when you are evaluated. Also, this value has been set separately for each action; however, because it has been set somewhat high, we will be making adjustments to the points given for this minimum value.
To give you an idea, we will change it so it is closer to 1 point for every 100 damage worth of melee attacks.
Post-adjustment:
5000 damage worth of melee attacks would result in 50 points. (no change from current)
900 damage worth of melee attacks would result in 9 points. (Points are gained) |
To put it another way, we will be increasing the opportunities that you can receive experience points and bayld.
However, separate from this rule, evaluation will take place to estimate how much you accomplished the original goal.
Colonization reives’ main purpose is to clear the way of things that are obstructing colonization, so the goal would entail how much HP you cut off the obstacle. For lair reives, the goal entails how much HP you cut off the monster’s lair. Depending on how much HP you are able to damage these for, you will be able to receive a proportionate amount of experience points and bayld; however, if you are unable to damage their HP this will not be factored into your evaluation.
The aforementioned bug fix and adjustments are currently taking place, and will be reflected after the maintenance is over at 10:30am PDT. We apologize for the inconvenience. | |
| | | Mar. 29, 2013 10:30 [PDT] From: PlayOnline |  | | FINAL FANTASY XI Version Update (Mar. 29) |  |
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| At the following time, a version update was performed on FINAL FANTASY XI.
[Date & Time]
Mar. 29, 2013 at 10:00 (PDT)
[Affected Service]
- FINAL FANTASY XI
[Update Details]
- Evaluations will occur more frequently during reives, allowing for more opportunities to receive experience and bayld.
The following issue has been fixed:
- Actions such as casting healing and enhancement spells are not evaluated during reives. |
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| 04-01-2013 01:43 PM | | Camate | | Community Rep |  |
| | Reive Evaluations
Greetings pioneers!
Hopefully everyone was doing their best this weekend to contribute to the colonization efforts, which in most cases means a lot of Reives.
As we have been receiving quite a bit of feedback about this new content, we feel that adjustments are necessary and have decided to put it on a higher priority. However, we need your help! If you currently feel that you are not receiving enough experience points or bayld while doing Reives, please fill out the below template and post it as a response to this thread.
Please only post EXP and bayld data from Reives you participated in after this post was made.
(*This is limited to Colonization Reives and Lair Reives for the time being)
Please note the below important points:
Please only post the experience points and bayld for a single evaluation and NOT the total of multiple evaluations.
If you felt that the experience points and bayld you received were too low multiple times in a single Reive, please separate them into different sets and post them in the same reply.
Please make separate posts for different Reives.
Template
Please use the below template and post your data as a reply to this thread.
=======================
Job and level
(Please indicate the job and level you were when participating in the Reive)
Reive type
(Please indicate the type of Reive you participated in)
Area name and < pos > of the Reive
(Please indicate the area name and < pos > of where the Reive took place)
Conditions
---Set 1 start---
- Amount of experience points and bayld for a single evaluation
(Please indicate the amount of experience points and bayld you received for a single evaluation.)
- Actions performed at the time
(please indicate what you were doing and the frequency in which you were performing these actions during the Reive.)
- How much HP did you damage the obstacle or lair for?
(Please indicate how much HP you damaged the obstacle or lair for. If there were multiple targets, please indicate them separately.)
---Set 1 end---
=======================
Sample post:
=======================
Job and level
Main job: WHM99
Support job: BLM49
Reive type
Colonization Reive
Area name and < pos > of the Reive
Yahse Hunting Grounds (H-8)
Conditions
---Set 1 start---
- Amount of experience points and bayld for a single evaluation
EXP: 50
Bayld: 100
- Actions performed at the time
Cast Cure V on players (approx. 10 times)
Cast Protect V and Shell V on myself (1 time for each)
Attacked monsters with normal attacks and weapon skills (approx. 50 regular attack and 3 weapon skills)
- How much HP did you damage the obstacle or lair for?
Obstacle HP: Reduced the HP by approximately 50% from full.
---Set 1 end---
| |
I'd like to remind everyone that you should post on the official forums if you want them to read it.
| 04-03-2013 09:37 AM | | Slycer | | BG Translator |  |
| | I have no idea what they're talking about when they say they're going to "restart the areas," but that's what it said. I assume they meant partial area maintenance rather than taking the whole world down.
----
Mocchi: Reive Follow-up
Hi everyone... just following up on this.
Right now, the development team is going through verification of the adjustments with the QA team. If we do not run into any major problems, we plan to make adjustments as soon as midnight tomorrow by restarting the areas.
For more information on the contents of the adjustment itself, we will confirm tomorrow once the update verification stage has been completed. We will be looking to make adjustments in roughly the same direction as the last adjustment.
Reive Evaluation
Participate in Reive.
↓
Player behaviors are evaluated and a score is granted.
↓
Score is compared with the threshold value.
↓
Threshold Reached: Bayld and EXP granted
Threshold not Reached: Bayld and EXP carried over to the next evaluation |
We will be adjusting the components in red.
We apologize once again for the inconvenience.
We will be updating you in detail on the progress for this, so please give us a bit more time.
Translated by: Slycer | |
| 04-03-2013 12:34 PM | | Camate | | Community Rep |  |
| | Hello!
Thanks for all the data thus far.
The development team and QA team have been performing on-going testing, and as long as there are no major issues, we will be rebooting the applicable areas to make adjustments sometime this week (the earliest would be tomorrow).
Once the testing has been finalized I’ll inform you all of the adjustment details, but to give you an idea, it will be similar to the adjustments that took place before.
Once there are more details we will be sure to share with you all.  | |
| 04-05-2013 01:22 PM | | Camate | | Community Rep |  |
| | Greetings everyone!
I hope you're all looking forward to the weekend, and perhaps even taking part in the double EXP campaign to catch whatever job or merits up to where you want them to be!
As there have been quite a few posts about the changes that were made to Reive evaluations yesterday, I wanted to follow-up and give an explanation about the system and the development team's thoughts.
Balance of the amount of bayld obtained between content
Broken down content-wise, the below is the order of how much bayld we imagined players receiving listed from highest to lowest:
Coalition Assignments > Colonization Reives > Lair Reives
The reasons for establishing it in this way are due to the following:
- Coalition assignments consume tickets.
- If the order of Reives and Coalition Assignments were reversed, the necessity to do Coalition Assignments would decrease.
- If Coalition Assignments are not completed, the Coalitions' ranks will not increase, which means that no one would be able to receive Coalition support perks.
- If no one is receiving Coalition support perks it would become difficult to colonize.
Envisioned amount of Bayld obtainment
Coalition Assignments: 4000 Bayld/day
Colonization Reives: max of 1000-1500 each time
Lair Reives: max of 700-800 each time
The cost of items that can be purchased with Bayld have been established based on these envisioned numbers.
*These numbers are what were envisioned for a single Reive, and not the amount to be received at each evaluation.
Why the evaluation value and the threshold were high for enhancing magic, elemental magic, enfeebling magic, and healing magic
Enhancing magic: We wanted to protect against situations where you could earn a lot of Bayld by only casting enhancing magic.
Elemental magic/enfeebling magic: We were considering cases where AoE magic would be cast.
Healing magic: We wanted to protect against situations where players could gain Bayld by swapping HP boosting equipment in and out to heal themselves.
Based on the aforementioned reasons we have implemented the adjustments up until now.
In other words…
The amount of Bayld that was being obtained via melee attacks was lowered because it was much higher than what we had first envisioned.
The increase in the evaluation values for healing magic, enfeebling magic, and elemental magic were performed because it was much stricter than initially envisioned.
The reason changes were made so that a message does not appear when the threshold is not met at the time of evaluation was because it would cause people to incorrectly think that not meeting the threshold means that the evaluation value was reset.
Also, we are closely watching how everyone is actually playing as well as the information exchanged on the forums, Twitter, and fan sites, and there is an impression that the difference in Bayld is connected to the destruction of obstructions/lairs.
In the event that the obstruction or lair is not damaged, you will not be able to receive experience points or Bayld, but even if you go all out and destroy it right away you will not receive the maximum amount.
Please try and divvy up the responsibilities so you are damaging the obstruction/lair, defeating monsters, and then supporting other players doing these things.
Additionally, obtaining the "Reive Unity" key item and receiving effects from Ionis will go a long way in helping you out.
In regards to plans moving forward, we are exploring adjustments like the below:
Adjustments to the increase rate of the Colonization Rate
Reducing the penalty time for leaving a Reive (10 minutes > 5 minutes)
Adjustments to each of the threshold values
We're also looking into a variety of other things and once they have been confirmed I will be sure to share them with you all.
In the meantime, happy pioneering and get those Coalition ranks up! | |
| 05-22-2013 09:46 AM | | Slycer | | BG Translator |  |
| | Mocchi: Reive Adjustments
Hello.
Earlier this month, Matsui made the following post:
[[Matsui's post about the lack of smooth transition between content levels and the need to fill out the levels.]]
In order to smooth the transition between content levels and allow the content to be challenged properly, we made adjustments to the trigger items for Skirmish and also planned adjustments for Lair and Colonization Reives.
For Reives, we got a variety of opinions from the players, but we haven't yet told you about the adjustments, so that's what I'll be discussing today.
◆ Reive Adjustment Strategy
Make it easier to participate.
Create player-friendly steps of difficulty.
The adjustments to be made should be based on these two points. The following is a summary of the planned adjustments.
◆ Reive Adjustment Overview (Next Version Update)
Change the evaluation method, Part 1
For physical and magical damage as well as evaluations from other mechanisms such as HP recovery, all of these will be aggregated as a single action. As a result, it will be easier to get better evaluations.
Change the evaluation method, Part 2
Change the experience point and bayld value to correspond to both the decrease in the amount of HP of the obstacles or boss as well as the accumulated time. Once a certain time period is evaluated, that value will be subtracted from the accumulated value.
Reive Reward Conditions
With the change in evaluation method, rewards can be received from the accumulation of all actions performed.
Add Reive Rewards
We will add to the types of rewards that can be received from Reive.
Adjust Monster Behavior
We will review the behavior of Reive monsters with a specific focus on Area of Effect abilities and knockback techniques.
Yahse Hunting Grounds / Ceizak Battlegrounds Reive Adjustments
In the two areas above, colonization and lair reive difficulty will be the lowest. It is expected that it will be completable solo or with a small group.
Foret de Hennetiel / Morimar Basalt Fields Reive Adjustments
In the two areas above, colonization and lair reive difficulty will be slightly higher. It is expected that it will be completable with approximately 3 people.
Wildskeeper Reive Adjustments
We will be adjusting the amount of Bayld necessary to obtain key items to participate in Wildskeeper Reives. The current plan is as follows:
Ceizak Battlegrounds: 50,000
Foret de Hennetiel / Morimar Basalt Fields: 75,000
As a subsequent adjustment, we will be introducing mechanisms to allow NPCs to compete in Lair Reives and Colonization Reives. We will raise the level cap of adventuring fellows and allow them to be called in Seekers of Adoulin areas, and we are also examining other ways of allowing solo/small group participation such as hiring NPC mercenaries.
In addition to the Reive adjustments, we are also planning the Frontier Bivouac adjustments previously discussed. We are also planning to add new equipment that can be obtained in exchange for Bayld as well as other general adjustments to colonization reives for the next version update.
Translated by: Slycer | |
| 05-22-2013 01:15 PM | | Akihiko Matsui | | Dev Team |  |
| | Matsui here.
At the end of April I made the following post:
With the release of the end of April version update, we've implemented Delve and have completed the battle content that was planned for the launch of Seekers of Adoulin.
I feel that the flow of content that we planned where players would take on higher tiers of content (content level) by progressing in stages is not going as smoothly as we'd like.
Specifically, I would like to adjust the fact that it's difficult to do colonization reives and lair reives in small numbers, as well as the fact that it is difficult to start Skirmish.
For the time being, Delve (the boss battle) has been set as the highest content level.
With this current state, I feel priorities should be placed on implementing and adjusting content for low-man or soloing more than adding further higher tier content, and I would like to work hard while heading in this direction so that a larger amount of players can enjoy the game. |
In order to smooth out the flow of content that we planned where players would take on higher tiers of content (content level) by progressing in stages, we’ve made adjustments already so that Skirmish statue pieces can be obtained via Colonization Reives and Lair Reives.
In regards to Reives, we’ve received various feedback and I would like to inform you all today of how we plan on adjusting the system since nothing was mentioned as of yet.
Reive Adjustment Plan
We will be making adjustments based on the above two points.
Below is an outline of the adjustments.
Reive Adjustment Outline (Next version update portions)
Evaluation method changes 1
Physical damage, magic damage, healing, and other separate evaluation aspects will all be grouped into one consolidated evaluation category. This will make it easier to get evaluated.
Evaluation method changes 2
We will be making changes so that evaluations can be accumulated and experience points and Bayld can be earned depending on the amount of HP reduced on bosses and obstacles from the accumulated portion. (The portions evaluated will be subtracted from what you have accumulated.)
Changes to Reive momentum bonus requirements
To go along with the changes to the evaluation method, we will be making changes so that separate action accumulation is consolidated into one.
Addition of Reive momentum bonuses
We will be adding new types of momentum bonuses.
Monster behavior adjustments
We will be revamping monster behavior. AoE abilities and knock-back abilities will be included in this.
Yahse Hunting Grounds and Ceizak Battlegrounds reive adjustment
Adjustments will be made to lower the difficulty the most for the Colonization and Lair Reives for these two areas.
Foret de Hennetiel and Morimar Basalt Fields reive adjustment
Adjustments will be made to lower the difficulty for Colonization and Lair Reives in these two areas.
Wildskeeper Reives adjustment
We will be lowering the amount of Bayld needed to purchase the required key items. Currently we are planning the below:
Ceizak Battlegrounds: 50,000
Foret de Hennetiel / Morimar Basalt Fields: 75,000
For adjustments to come after the above, we are currently looking into doing things such as implementing a system where NPCs join Colonization and Lair Reives, allowing adventuring fellows to be called in Adoulin areas as well as increasing their level cap, and hiring mercenary NPCs in order to help out solo and low-man play.
Also, in addition to reive adjustments, we are working to implement the Bivouac adjustments mentioned the other day, additional items that can be purchased with Bayld, and overall colonization adjustments in the next version update. | |
| 06-07-2013 04:27 AM | | 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.
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