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  1. #1
    Black Belt
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    AION Focus group about Sieges

    So, I got invited by Ayase to partake in a MSN session about Sieges on Monday.

    As such, I'm asking you for some feedback concerning sieges. What would you like changed, added, removed, improved...? Basically, things you want me to take with me and mention to him, so that we can make Sieges as good as possible.

  2. #2
    Relic Horn
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    Eliminate the ridiculous "vulnerable" option and just have them up for grabs all day long. People want PVP and medals and i think this would encourage more "war" and less "farming" of mobs. This might complicate medal distribution but it's better than having days where forts don't go vulnerable. Now, there would still have to be some sort of lockout of maybe an hour or 2 for people to do the instances.

  3. #3
    Allons-y!
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    you already covered most of the stuff on aionsource, in our server threads.

    didn't know you were a BG'er

  4. #4
    Black Belt
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    Well, might as well ask here since this covers more than just Telemachus

    Didn't wanna post it in General Discussion of aionsource since that would lead to a lot of idiots posting about stuff they don't know anything about, and it would quickly derail in to "But Sorc is OP, they need be remvd from game".

  5. #5
    2600klub
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    But Sorc is OP, they need to be removed from the game.

  6. #6
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    They need to remove the 30 minute timer. It makes it hard to take a fort and the moral of the Asmos on my server is so low they just bend over and take it. -_-

  7. #7
    RIDE ARMOR
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    I'd like the current vunerability system changed aswell. Personally a system of being 24/7 vunerable with a 1-2hr lockdown upon successful capture would be a big improvement imo. Medal drop rate could be altered accordingly of people felt they were too high.

    Other ideas that could be cool to have as well are:

    To make the grouping in seiges more prevalent, double AP gain from pvp kills within forts when grouped.

    UPGRADABLITY OF FORTS!! Similar to WAR, the legion who controls the forts can spend kinah to make defenses harder to capture (more hp on gates more patrols, better armor/weapons for the defending troops). Options dont have to be limited to defense though; options to pay npcs who sell general items to set up shop in your fort, options to pay to have a broker branch set up in your fort, options to have crafting stations set up in your fort.

    Maybe some more seige weapons for offensive and some new for defense? Make them cost AP and have options such as deployable towers and defensive shields for players within a set radious. This could add some more strategy to seiges and prevent the "biggest zerg wins" game.

  8. #8
    Ridill
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    Quote Originally Posted by Alderaan View Post
    Eliminate the ridiculous "vulnerable" option and just have them up for grabs all day long.
    This, a million times over. In turn, perhaps scale up HP/Damage of elite guards in the fort on top of maybe 10-15m respawns while lowering the HP of the generals so you could expect maybe a group of 12-18 to take one out in 15-20m for lower layers then an added 5-10m for uppers once engaged instead of the Hundreds against One of now where it can be difficult to overcome the 30m timer.

    And if they won't do that, then at least up the timer to 1 hour for upper forts and maybe 2 hours for Divine. Then have vulnerabilities happening 2-4 times a day.

    And fix the reward system so we're getting all of it at once instead of 20 mails over the next week for one raid. D:



    And while not Fort-specific, I'd like to see random NPC Balaur raiding parties/individual mobs going around the city zones. They could be a bit higher in level compared to other local mobs they'd appear in, but they'd also be a little bit of AP outside of the Abyss while being both a change of pace and possible bot router.

  9. #9
    Ridill
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    Quote Originally Posted by Gryffes View Post
    But Sorc is OP, they need to be removed from the game.
    Obviously ur not 50 if u think sorc is OP... They r a sucky pvp class against any lv 50 in full gold gear. Hell.. This cleric in my legion w/full miragents solo's medeus since medues's spells and get resisted on him /broken game

  10. #10
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    Quote Originally Posted by Katlan View Post
    Obviously ur not 50 if u think sorc is OP... They r a sucky pvp class against any lv 50 in full gold gear. Hell.. This cleric in my legion w/full miragents solo's medeus since medues's spells and get resisted on him /broken game
    It's the Cleric that's broken, not the Sorc. And I agree that resiststacking feels a bit cheap, but in general Sorcs can kill people in 4 seconds just like everyone else can.

    Anyway, I think Gryffes was being sarcastic.

  11. #11
    Ridill
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    i know he was, i still felt the need to respond seriously. stacking magic resist is broken, should have a soft cap

  12. #12
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    yeah it's not like there's a downside or counter to stacking MR or anything, sorcs are the only class in the game and shouldn't have to sacrifice large numbers (and thus e-peen length) for magic accuracy. clerics aren't allowed a fighting chance.

    seriously, fenris/miragent templars steamroll almost everyone and can absolutely clown sorcs without using a single cooldown, but nobody complains about that shit because, I guess, people are consistently fucking flabbergasted that clerics can heal themselves unless you stop them from doing so

  13. #13
    Melee Summoner
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    Quote Originally Posted by Priran View Post
    seriously, fenris/miragent templars steamroll almost everyone and can absolutely clown sorcs
    I feel like this isn't very close to the truth at all and I've fought full fenril/miragent templars many times.

  14. #14
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    then you've either never run into a good templar, or a bad templar with UD/Aether Armor

  15. #15
    Melee Summoner
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    Quote Originally Posted by Priran View Post
    then you've either never run into a good templar, or a bad templar with UD/Aether Armor
    I don't know

    I usually fight against Nightroad from our server. I'd say he's at least a decent player. He's also probably the most active pvp templar around. Usually the fight ends with one of us running away after having lost the advantage. Never have I been overwhelmed or "clowned" by him.

    Occasionally I duel against reef and winner is decided by coin toss.

    Also, though, I don't have full fenril and I'm fighting against people who do.

  16. #16
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    I'd say roah/asteria sieges should be 45 minutes and kysis/krotan/miren sieges last 1 hour to reflect the higher difficulty compared to lower forts. As it is, if there is any sort of actual resistance from the enemy on these forts, its extremely difficult to win in the 35 minute window given. In many cases on my server, upper forts aren't even attempted anymore because of the small window, and the defenders just end up getting easy medals and AP.

    Also, if these timers are going to remain in place, forts should go vulnerable every hour rather than the current 2 hour cycles. Currently forts go vulnerable for 35 minutes max, then you have 1 hour and 25 mins before the next cycle starts. In the case of divine fortress, make a vulnerability last 2 cycles (2 hours)

  17. #17
    Allons-y!
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    Quote Originally Posted by Uzor View Post
    Well, might as well ask here since this covers more than just Telemachus

    Didn't wanna post it in General Discussion of aionsource since that would lead to a lot of idiots posting about stuff they don't know anything about, and it would quickly derail in to "But Sorc is OP, they need be remvd from game".
    which one of the many asmo's invited to this are you? I thought you were one of the ones recommended for this meeting by a friend of mine, but you might not be afterall.

  18. #18
    Black Belt
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    Fae.

    According to Faelen, he chose all of the people himself (I'm guessing from the people that posted in the Fortress Siege Feedback thread he made). He probably chose me because we both share the same awesome three first letters.

    That I know of from Asmo-side on Telemachus, its me, Rodwen, Aneu and Vivid.

    I'm really hoping this is something they will do more often with various aspects of the game, and that they actually listen and try to improve.

  19. #19
    I'd Rather Be in Zi'Tah
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    Getting back to the original OP...

    Things I would like to see different in Fortress Sieges...

    1) Graphic Options -
    A) A Choice to remove all Friendly Player PCs and NPCs only (The current option removes ALL PCs and makes sieges more difficult.
    B) A choice to remove all Enemy Player PCs and NPCs only (likewise, from a healing point of view being able to see people in my own faction will help, even if this is limited to 10m from the player it would be good.)

    2) Change the 30 Minute time limit to an Enrage Timer.
    A) This is how the original patch notes read to me. Make it a reality. 2 Hour block of vulnerability but the boss goes ape after being fought for 30 minutes. Defending is easy now... so easy that its ridiculous. Give a bigger window.
    B) This change will in fact give a fighting chance for the Balaur to actually take a fortress. Currently, its impossible for a fortress to be lost to the Balaur.

    3) Make Forts go vulnerable throughout the day not just in the 6hours between 4 and 10pm.
    A) I do not favor the always on forts, but random and rotating times that include the entirety of the day and not limited to primetime would make things better.

    4) Make defending fortresses versus the Dredgion worth defense credit.
    A) Yes the fortress owning legion gets defense credit, but what about those people who showed up and defended the fortress from the Balaur? We get nothing for Balaur, but if we go kill a guard tower no where near the fortress we do?


    ---

    Non siege related but PvP related ...

    1) Limit Rifting Time per day.
    A) The sicknesses are great, but when a single person can be in the other factions area for 6-10+ hours a day everyday, there is very little purpose of having the rifting in the first place if people can out gear everyone their own level that it is impossible to kill them.
    B) Reduce the amount of players killed to curse a player.
    C) Curse the entire group of players that is with said cursed player.

    2) Fix Magic Resist...
    A) When a level 35 in full resist gear can routinely resist most anything an much higher level sorc, cleric or SM can throw at them, there is a real problem. We can't resist their melee and physical defense means nothing. Yet they can full resist our spells?

  20. #20
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    Quote Originally Posted by niwaar View Post
    Currently, its impossible for a fortress to be lost to the Balaur.
    not true, balaur took Miren from Asmodians on triniel today.

    granted they had elyos help for the first 75% but the general had an insignia buff on and the balaur won with 10 minutes left.

    A) When a level 35 in full resist gear can routinely resist most anything an much higher level sorc, cleric or SM can throw at them, there is a real problem. We can't resist their melee and physical defense means nothing. Yet they can full resist our spells?
    "resisting melee" is called evasion, block, and parry.

    if a lv.35 can resist everything you cast on them you need to update your gear more often than every 25 levels.

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