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[dev1149] Reive Adjustments
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-04 09:02:08
That bard makes a huge difference, I partied with him the other day and got double the rewards I normally got.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-04 09:04:19
everyone should have a gjalldaubla mule, cant go back
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VIP
Server: Odin
Game: FFXI
Posts: 9534
By Odin.Jassik 2013-04-04 09:05:59
how do your reives last 5-10 mins? the last few i did were less than 2. ochain pld supertanks, dd's rip it apart.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-04 09:07:16
large groups are better off killing some amount of adds so that everyone can cap exp, killing the root with too many people can result in some not capping(dont confuse this with killing too fast, if you go in a small group then zerging it will still cap everyone and you'll get onto your next reive faster)
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4217
By Ragnarok.Sekundes 2013-04-04 09:08:28
Leviathan.Comeatmebro said: »everyone should have a gjalldaubla mule, cant go back I don't go anywhere without mine.
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-04 09:09:26
i was originally going to put my mandau on it, but i realized like a day after i 99ed daur that i would never change job again anyway
gottahavebuffs
Ragnarok.Sekundes
Server: Ragnarok
Game: FFXI
Posts: 4217
By Ragnarok.Sekundes 2013-04-04 09:17:05
Hey now, brd can wear Mandau, so do it anyway!
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-04 09:18:58
Well, that was my original train of thought.
Daur was just so amazing, I realized I'd never be using that character to THF, so I made a different one THF.
(sorry, will stop sidetracking)
(seriously though, brds are awesome, especially for reive)
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VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-05 13:52:20
| 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! | |
Server: Asura
Game: FFXI
Posts: 2006
By Asura.Lokimaru 2013-04-05 13:54:02
Yay, I was literally just thinking "why don't they make the lock-out 5 minutes" yesterday.
Server: Bismarck
Game: FFXI
Posts: 62
By Bismarck.Nahhhhhhhhhhhhh 2013-04-05 13:59:25
Should also look into making the area for the battle a little bigger. Once you die, you can't rest without either locking yourself out or getting owned again by AoE due to people fighting away from the roots but too close to the weakened people.
This sometimes leads to dying way too much considering you lose exp for this. It really wouldn't hurt anything to just make it to where you can go a little further back so you can stay in the reive without getting aggrod or hit by whirl claws.
Phoenix.Baelorn
Server: Phoenix
Game: FFXI
Posts: 857
By Phoenix.Baelorn 2013-04-05 14:01:29
Yeah and you always have people trying to run out of aggro range to die which just puts the mobs on top of the support.
Ragnarok.Zohnax
Server: Ragnarok
Game: FFXI
Posts: 545
By Ragnarok.Zohnax 2013-04-05 14:04:51
The increase in the evaluation values for healing magic, enfeebling magic, and elemental magic were performed because it was much stricter than initially envisioned. Yeah, this definitely needed addressed. 6-8 2k-3k nukes on SCH and getting 0-2exp per Colonization Reive was crap.
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By Notacka 2013-04-05 14:06:33
Be also cool if that they backed up the area of the rieve that they will give you a 5 second warning before you enter. Just in case you don't notice it and walk in you can step out without getting the penalty. Maybe even the area you enter be the same but the area you exit be an extra 5 to 10 yalms back.
By Shadowviper 2013-04-05 14:08:41
Ok seriously the planned #'s seem a bit off. You get 4 "tags" per day and they want that to cap at around 4k balyd, roughly 1k a tag every 6 hours. You can do that with one reive and over 4k in about an hour rotating the Colonization reives. They really need to up the amount given per tag than nerfing the reives, or players will just give up on both.
By ScaevolaBahamut 2013-04-05 14:16:02
Ok seriously the planned #'s seem a bit off. You get 4 "tags" per day and they want that to cap at around 4k balyd, roughly 1k a tag every 6 hours. You can do that with one reive and over 4k in about an hour rotating the Colonization reives. They really need to up the amount given per tag than nerfing the reives, or players will just give up on both.
Yeah, this. Assignments are waaaaay more important to the overall envisioned dynamic of the continent, so it stands to reason that for the expansion to be successful it really shouldn't ever be in your interest to do a Reive when you could be doing an Assignment, except of course if your assignment is to complete a Reive.
By Xenshi 2013-04-05 14:17:48
Don't think it matters at all how much you get either way, except for the support and nukers getting such low amounts. Currently there's almost nothing to use baylds for except to get all nine pieces of gear. Since they only released such a small portion of this expansion, by the time the next installment rolls around, everyone should have hundreds of thousands of baylds plus the gear they wanted.
Cerberus.Stereo
Server: Cerberus
Game: FFXI
Posts: 58
By Cerberus.Stereo 2013-04-05 14:28:47
I think those of us that experienced previous expansions, with wotg being the exception, we had our hopes way too high coming into seekers.
I know its early days, but this is a new low for SE.
While Matsui says the dev team have become rusty, he should recognize that the world and the player base have moved on as well. I don't know what they were thinking releasing this expansion the way they did. It feels like a beta, and we're all testing it.
By Shadowviper 2013-04-05 14:47:27
Also adoulin is suppose to be focused for high lv. Why even give us more xp than balyd for Reives. I am pretty sure most 99's don't care for XP what so ever, and since you can't even skill up during the events even more reason XP is pointless for them. Again for the point with the tags is there is so little reward in doing them that they don't become appealing and nerfing reives to make those less appealing isn't the way to fix the system.
By Blazed1979 2013-04-05 14:51:21
Also adoulin is suppose to be focused for high lv. Why even give us more xp than balyd for Reives. I am pretty sure most 99's don't care for XP what so ever, and since you can't even skill up during the events even more reason XP is pointless for them. Again for the point with the tags is their is so little reward in doing them that they don't become appealing and nerfing reives to make those less appealing isn't the way to fix the system.
SE will read this comment and make note of it. For it makes perfect sense. Even SE won't disagree here.
However, their solution will be "Nerf Abyssea EXP" lol
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By Voren 2013-04-05 14:57:29
Ok seriously the planned #'s seem a bit off. You get 4 "tags" per day and they want that to cap at around 4k balyd, roughly 1k a tag every 6 hours. You can do that with one reive and over 4k in about an hour rotating the Colonization reives. They really need to up the amount given per tag than nerfing the reives, or players will just give up on both.
The tags simply give extra bayld, it's not the sole source of the currency. I wouldn't mind seeing an increase, but to be honest even if they keep the rate the same, considering the value of the gear, I don't see anyone refusing to do runs unless they got all the gear and all the augments they want.
By Shadowviper 2013-04-05 15:14:28
Yes its not the sole source of currency but according to Camate's post its supposed to be the highest priority of the source aka main, and with current rate per tag its not worth looking at it as a main but to look at it as a "extra source". And as for runs already seeing a large decrease in numbers, a simple solution to that is allow skill ups for high lvs. such as 380+. With out a secondary incentive this event will die out fast, and xp really isn't worth it to be considered secondary with all the previous content options to get XP at high lvs.
Fenrir.Slycer
Server: Fenrir
Game: FFXI
Posts: 37
By Fenrir.Slycer 2013-04-05 15:42:22
Yay, I was literally just thinking "why don't they make the lock-out 5 minutes" yesterday.
FYI - zoning (including HPing after death) resets the re-entry restriction. It seems like it is only there to prevent you from attempting to run away from a battle for safety and then re-entering immediately.
By Sakuhra 2013-04-05 16:04:58
by the time the next installment rolls around, everyone should have hundreds of thousands of baylds plus the gear they wanted. would be nice if we could use baylds to pay waypoint warp
By Shadowviper 2013-04-05 16:11:59
What's really annoying with he penalty, if you run through a reive invis/sneaked and don't even participate and you still get the penalty. That needs to be addressed as much as the length of the penalty.
Bahamut.Bojack
Server: Bahamut
Game: FFXI
Posts: 2216
By Bahamut.Bojack 2013-04-05 16:16:20
What's really annoying with he penalty, if you run through a reive invis/sneaked and don't even participate and you still get the penalty. That needs to be addressed as much as the length of the penalty.
Just add an option from an NPC in town:
Automatically participate in Reive's?
Yes.
No.
If you pick no, then you have to engage a Reive monster to receive tags. All other actions on Reive monsters are prevented, but as soon as you hit the attack command, tags are granted. I guess that might be weird for mages that don't want to melee, but meh.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-05 16:39:27
If you don't want to participate in a reive, go around it. It would be nice if they could add a countdown to the reive status to prevent accidental participation. A few times I've turned a corner and suddenly, lair reive.
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[47 days between previous and next post]
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-05-22 15:13:09
| 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. | |
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Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-22 15:16:07
wonder if the reduction in naakual KI cost stacks with the current system or if the current system will be abolished. hoping it stacks.
| 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) |  |
|
| 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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