Only thing that really pisses me off at besieged is when you die right before the enemys warp then miss out on the exp. Not like it's a ton or anything, but besieged helps me keep up my buffer.
Only thing that really pisses me off at besieged is when you die right before the enemys warp then miss out on the exp. Not like it's a ton or anything, but besieged helps me keep up my buffer.
They patched that a while back... people were abusing Hpmedes for skillups and I guess they didn't like that. :/Originally Posted by spooky
Still works for ranged attacks btw.
My server just had a pretty rough run with undead lv3, lol
Lv6 is going to destroy Fenrir.
Besieged is my way of capping my sam sub without buying a whole set of armor and exp'ing. Just 11k exp to go. Woot!
Originally Posted by Karinastar
Originally Posted by Square-Enix
I've made this post already, and it was long, so got to make it as short as possible.
Besieged isn't fun or challenging, it is just facing overpowered monsters with no importance given to a single player, especially BLMs. It also is far from flexible and unrewarding. How to fix this?
-Weaken monster's max damage on spells/abilities. Weaken their defense and HP. Weaken their natural resistance to magic, being capped at half-damage wouldn't be so bad. Nerf -aga spells if needed. Make them take only 20 seconds to kill with 20 DDers and 1 minute to kill with 10. However, make them respawn fast. The killing of matching NPCs will slow the respawn for Beastmen or stop it for other monsters. Also, greatly drop the HP and defence of boss monsters. No monster in the game should take 3 hours to kill with +700 people.
-Make the Serpent Generals stronger. Like Beastmen General strong. With the magic nerf taken off, the Immortal NPCs(the hume BLM serpent general) can actually do something. (pssh, let generals give off AoE bonuses to players).
-Add a whole set of enchantment items that have 5 to 10 charges that last 30 minutes to 2 hours and mimic expensive or controlled-by-RMT equipment. Sniper Ring and Astral Ring come to mind. Have them be a very rare drop off normal monsters and far more common off generals. The item drops in the party pool of the killer. This would encourage alliance play, but it wouldn't be a big deal if a DRK got a 5-charge Astral Ring. Stronger versions(as in more and longer charges) could drop off the drop-less Beiseged NMs and maybe a whole bunch could drop off the Astral Recovery, BCNM style. As a kicker, let them only work if the Astral is in control.
-Have the strength of the opposing forces be based on the number and levels of people in the area at the time. While level 4+ will remain challenging, it will actually be possible for 80 level75 and 20 level60+ to win. You could do this in (the mentioned above) respawn rates, total health, and how much attack power they have. Considering fights usually start slow and grow as the match goes on, simply make the monsters become stronger with each wave that enters to combat more players coming in.
-A NPC should appear in Al Zahbi to grant the exp/IS award to people who DCed or were dead when it ended. Simply go to the NPC and talk to him and you'll repeat the cutscene with reward included.
The above are very important. Of course the amount of exp and IS probably needs to increase... basing it on the level is a good idea. Making quests around Besieged(maybe to gain the respect of a Serpet General, that alone could give us 5 series of quests). Even titles given for doing a kickass job in Besieged would be fine.
Another thing that bothers me is that no one goes outside to kill the Beastmen forces, but it isn't hard to imagine why. It would be cool if Besieged had two stages. Where one could sign up at one of the two gate houses(since undead and troll/mamool ja attack from different zones) connected to Whitegate to participate in a outer defensive besieged. They are given the same no-exp loss deal and maybe a movement speed boost so they can catch up with the fast moving beastmen. The moment the Beastmen reach the gates and are teleported to the bastion in front to join in Beiseged(dead people get auto raised), just in time to see the CS where they would be rewarded for their efforts outside with IS/exp. A lot better than waitting 30 minutes for those trolls and could be the exp boost everyone wants.
(I failed at making it short).
Boy am I glad they patched that up quick.Originally Posted by Square-Enix
The reasoning for this goes back to when Beseiged was first introduced.Originally Posted by BRP
During the first Beseiged, 700 people were anxiously waiting in Al Zahbi. Some people went outside and people excitedly gave reports every few minutes on where the beastmen were as they made their first march toward the capitol.
Then, as the majority of the people were still waiting for Beseiged to truly begin in Al Zahbi, the people outside began to fight the advancing beastmen. 5 minutes later, we got the message that the beastmen had retreated.
The first Beseiged never happened.
Those people who went outside to fight the beastmen were told not to do it the next time, so we could experience Beseiged. Nonetheless, they refused to listen and the second Beseiged never happened, either.
Death threats, burning bottles, and bricks with notes attached were heaved and hurled at those that would go outside to confront the beastmen. Finally, they listened, and the third Beseiged ever... happened for the first time.
Never since has anyone again dared to go outside and stop Besieged before it happens.
I really like some of BRP's ideas. The concept of getting an item with nice stats, but using beseige to fuel the effect would be awesome.
After winning a beseige you get a key item that can restore the enchantment for one item. Defeating a Key HNM within beseige will grant you an additional item.
Astral Defender's Ring:
Rare/EX
Cost: 20,000 IS
All jobs, level 70
Beseige: -10 Damage Taken
Enchantment 1/1 (lasts 2 hours)
-10 Damage Taken
Astral Sniper's Ring:
Rare/EX
Cost: 20,000 IS
All jobs, level 70
Beseige: +10 Accuracy / Ranged Accuracy
Enchantment 1/1 (lasts 2 hours)
+10 Accuracy / Ranged Accuracy
Astral Berserker's Ring:
Rare/EX
Cost: 20,000 IS
All jobs, level 70
Beseige: +5% Haste
Enchantment 1/1 (lasts 2 hours)
+5% Haste
Astral Wizard's Ring:
Rare/EX
Cost: 20,000 IS
All jobs, level 70
Beseige: +10% Magic Attack Bonus
Enchantment 1/1 (lasts 2 hours)
+10% Magic Attack Bonus
Astral Etherflow's Ring:
Rare/EX
Cost: 20,000 IS
All jobs, level 70
Beseige: Refresh (+3MP/tic)
Enchantment 1/1 (lasts 2 hours)
Refresh (+3MP/tic)
I like Janice's idea better. Get rid of besieged.Originally Posted by epigram
They know their game couldn't support 64 player dynamis so they changed it to 36 with CoP. What brain surgeon over there figured it would support a 700 player besieged?
Originally Posted by FFXIFlux
Well the old thread got deleted so I'm gonna re-post my rant here.
The major problem with the system right now (at least on my server), is how long it takes to recover the AC
Reasons why recovering the AC Sucks:
1. No Reward. You get 1000 IS and a Title. Yay nobody cares.
2. Getting to the BC Area takes 30+ Minutes, and usually requires dealing with locked doors and True Sight mobs. Or it involves EXP loss training your way to the BC entrance.
3. Having to farm Key Items can take upwards of 30 minutes. Especially if you're stuck farming them right outside the BC area on IT+ True Sight mobs.
4. Losing said key items if you Zone, Tractor, or Disconnect.
5. Losing said key items every time you attempt the BC.
There was nothing wrong with the BC Fight itself (they are actually quite fun, and the no-exp-loss will be nice), but they really need to fix the rewards of recovering the AC as incentive for people to do it.
There's no incentive because there doesn't need to be one. People do it anyway, for whatever reason.Originally Posted by Faranim
If no one ever recovered the AC and just left it in the hands of the beastmen, then they'd patch in an incentive.
Missing the AC for a week+ is fairly common on Seraph.![]()
they should make it where whoever wins the AC BC those beastmen that take it shouldn't aggro those 6 people for a certain amount of time.
I would like to see a 30minute max time limit for besieged. The lag seems to disconnect players from a feeling of being directly involved in the battle (speaking figuratively, though a literal interpretation can apply too) and diminishes any feeling of accomplishment or contribution. Having the ordeal stretch 1hr+ makes it that much worse.
3 4 and 5 are legit complaints and I 100% agree on them. But for 1, having the AC is the reward. Its not a personal reward, but it sure as hell helps the entire server a ton. I'd rather get the server those bonuses (even if it only lasts a week its a big deal) than get 90% of what is considered 'good' incentives (like amir items lols.) For 2... well actually I like it. It feels like a raid of the stronghold, not just a task. Its kind of like dynamis except shorter and not as dull. The key item farming is lame as hell though.Originally Posted by Faranim
Besieged lengths vary greatly depending on who's attacking. Mamool Ja's and Trolls seem to last 30 mins, but the Undead Swarm lasts forever. Kujata recently had a lv 3 doubleheader with Mamool Ja's and Lamia. The Savages were beaten fairly easily in 30 mins, but the Undead dragged on and on and on. With all the Blood Sabers and Grave Reels and charmgas going off, it takes a long time to beat a single mob. I've seen skeles go from 10% to 90% and kill a dozen people in an instant. It's fucking retarded to melee them, but you have to as blms do shit damage on them. Fine, back when mobs had 5k hp nerf blm, but now they have 50k hp. A party of blms aren't going to manaburn all the mobs and take all the xp. Having mages on Mob A and melee on Mob B involves the stagety SE wants us to use. Right now is "throw everything at it and hope for the best". Weaken mob def, eva, and mdef and cap besieged at 400 people lv. 50+ for 45 mins, give xp/limit rewards in the x000's and that will stop alot of complaints. Fighting lag for 60min + for 700 xp/is is fucking lame.
Gilgamesh it's usually gone for 3-5 days. As you say recovering the AC has very little enjoyment to it, so why even log into FFXI when you can play a game thats actually fun instead?Originally Posted by Faranim
What gets me is how stupid some of the AC penalties are. No sis kebabi? Like... wtf? Taruporter dumps you further away from Jeuno? Again, wtf?