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  1. #101
    assburgers
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    Re: Beastmen running wild, Mk.2

    It's so weird how polarizing this is.

    "Omg guys, we have to take back Ngusta or this will never end!"
    'Ok, so... plan is, don't take back Ngusta!'
    "But, they never stop attacking!"
    'But, they never stop attacking.'

  2. #102
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    Re: Beastmen running wild, Mk.2

    If you can in fact lose your city, Bastok on Cait Sith is likely to fall. Our NPC's aren't even showing up half the time anymore. Our resources have been sitting at 0 for a few days now. The only thing holding are the fortifications. There's generally only 50 people give or take, participating. And it's always the same folks. Not that I'm complaining, ended up getting 2720 while I was there as Paladin.

  3. #103
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    Re: Beastmen running wild, Mk.2

    Fortifications dropped well under 200 last night after countless waves were sent to Bastok. Lowest I saw them was 143 before I went to sleep. Starting to get messages that the beastmen are assaulting their objective, not just the regular "X group has begun their assault on Bastok Markets."

    Goodbye Bastok.

  4. #104
    Zak
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    Re: Beastmen running wild, Mk.2

    Quote Originally Posted by BrillCS
    Fortifications dropped well under 200 last night after countless waves were sent to Bastok. Lowest I saw them was 143 before I went to sleep. Starting to get messages that the beastmen are assaulting their objective, not just the regular "X group has begun their assault on Bastok Markets."

    Goodbye Bastok.
    And since allied NPC s have no sense of tactics, it's not likely that you'll get it back anytime soon. Instead of making a concentrated attack on one area, they tend to send small groups to all areas when attacking, only to get slaughtered in no time.
    Beastmen had to get a little harder, but the way it is now is just stupid. City battles are no fun at all and not being able to do anything (due to no warps or Campaign ops NPCs) while the city gets attacked by wave after wave of beastmen, makes all that even worse.

  5. #105
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    Re: Beastmen running wild, Mk.2

    See I have a lot of fun with Campaign the way it is now. The only downside is that I have to camp when a battle ISN'T happening so I can run in and upgrade my rank.

  6. #106
    ٩๏̯͡๏)۶

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    Re: Beastmen running wild, Mk.2

    Bastok sucks, it's too far away from warps for anyone to want to defend it.

    Let's think, would you really wanna warp to a nation, then take another 5 mins to walk to the city, or would you want to warp and be already active in campaign within 30 seconds?

    Bastok fails for the same reason Garliage and Crawler's nest fail. They need to make a seperate warp for Bastok Markets and Ngusta, Saura Champagne and Garliage, Rolanberry and CN. Giant oversight by the devs if they think players care about beastmen as opposed to how much xp they're going to get asap. There are no official RP servers so it's never going to happen.

  7. #107
    D. Ring
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    Re: Beastmen running wild, Mk.2

    I think that the distance from Bastok to the N.Gust fort is probably even further than walking to C.Nest or Eldieme. Garliage maybe furthest because it's fort is even further yet still way down in the basement. I would like to see some kind of transport NPC or something put near the Bastok Markets exit to South Gustaberg that transports you to where North Gustaberg zones to South at E-11. They could just make it require like Star rank or above or something so it's a mini perk.

  8. #108
    New Odin
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    Re: Beastmen running wild, Mk.2

    I see no reason why players cannot be teleported into dungeons, they have had a whole 3 patches to notice that players do not give a flying fuck about battles that take forever to get to.

    Allow some transport to these areas, even if it costs more AN to actually warp there.

    Campaign is supposed to be the centerpiece of the expansion and it is quickly boiling down to Jugner spam, "Fuck the Campaign OPs" and "Lets sit at the C.A and sub BRD".

  9. #109
    assburgers
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    Re: Beastmen running wild, Mk.2

    Downside of Bastok [S], takes longer to get there from another nation, pain ranking up/getting sigil/blah blah.

    Upside of Bastok [S], ALL BATTLE, ALL THE TIME.

    You will not beat the density of attacks you get in a city under siege, unless you strangely manage to be next to the exit npc every time battles end, zip straight to the port npc, and get teleported to the next fight exactly in time to get tags and jump in.

  10. #110
    Cerberus
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    Re: Beastmen running wild, Mk.2

    Bastok [S] on caithsith has basically turned into a 24 hour besiege, base on the amount of lag and mobs that are constantly attacking, and its starting to crash my 360 version (pc has been acting up lately) just like besiege would. It would help if there where more Battles in North Gustaberg just so we can gtfo of the city. As it is now I can't get enough time to catch my breath in Bastok to stay there for more then 2 fights.

  11. #111
    The God Damn Kuno
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    Re: Beastmen running wild, Mk.2

    Any cities get lost?


    And also if you lose eron/saruta/gusta, you don't get city attacks. You need to lose ALL areas other then the city to get attacked there (same thing for the beastmen areas). So if you can get any area other then the city then the attacks will stop.

  12. #112
    assburgers
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    Re: Beastmen running wild, Mk.2

    Sandy is under attack on Carby now, along with Bastok.

    Either they're going to have to adjust this somewhat, or we should get used to the past being a no-mans land outside of the cities.

  13. #113
    D. Ring
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    Re: Beastmen running wild, Mk.2

    Quote Originally Posted by Not Kuno
    Any cities get lost?


    And also if you lose eron/saruta/gusta, you don't get city attacks. You need to lose ALL areas other then the city to get attacked there (same thing for the beastmen areas). So if you can get any area other then the city then the attacks will stop.
    Oh good observation, I didn't notice this. I was assuming all that mattered was the zone adjacent to a stronghold. I did not understand why sometimes a nation could hold a zone near a beastmen stronghold and no campaign would take place there but now it makes sense. Windurst had lost all its zones before and regained 1 zone the other week and now they no longer have city battles so you must be right.

    Edit: Something I pointed out in the campaign thread, what seems to need adjusting isn't mobs this time around. It's the way fort repairing repeatedly hands out free uncontested influence.

  14. #114
    Cerberus
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    Re: Beastmen running wild, Mk.2

    Well on Asura sandy is control of 5/6 areas, The Eldieme Necropolis being the only one in beastmen control. Judging by this, the system doesn't seem to be the problem. Maybe other servers just don't do campaign that much?

  15. #115
    The Once and Future Wamoura
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    Re: Beastmen running wild, Mk.2

    Quote Originally Posted by Ramses
    Well on Asura sandy is control of 5/6 areas, The Eldieme Necropolis being the only one in beastmen control. Judging by this, the system doesn't seem to be the problem. Maybe other servers just don't do campaign that much?
    More like San d'Oria is statistically more fucking awesome than any other nation now 8)

  16. #116
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    Re: Beastmen running wild, Mk.2

    Furoris is right about the lag on Cait Sith though. This afternoon before I left for work we had three waves come in within a minute of each other. Herohunter's group, Shadowfang, and the Gigas all came in raping the city. Lag was absolutely fucking horrid. I fought one Quadav and died after that and stayed dead until just about the end and still got 1200.

  17. #117
    Sea Torques
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    Re: Beastmen running wild, Mk.2

    Quote Originally Posted by Ramses
    Well on Asura sandy is control of 5/6 areas, The Eldieme Necropolis being the only one in beastmen control. Judging by this, the system doesn't seem to be the problem. Maybe other servers just don't do campaign that much?

    Same on Ramuh, sandy has 5 zones windy and bastok just have their respective cities.

    San'd oria isn't awesome they just were given more useful npcs. They do all the work while the players go to the other zones.

  18. #118
    assburgers
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    Re: Beastmen running wild, Mk.2

    Thats odd, when Conquest was checked, Sandy had lost everything, and earlier today when I looked it had Ronf, must have been lagged like hell.

  19. #119
    The Once and Future Wamoura
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    Re: Beastmen running wild, Mk.2

    Quote Originally Posted by Max™
    Thats odd, when Conquest was checked, Sandy had lost everything, and earlier today when I looked it had Ronf, must have been lagged like hell.
    I seem to recall Conquest and Campaign updating at different times, but I could be imagining things or it could've been right after Daylights Saving

  20. #120
    assburgers
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    Re: Beastmen running wild, Mk.2

    Well, I was up at the Kirin room just around the time my avatar picture got taken, so it was fairly laggy due to the kite fight around the corner.

    Thinking back, I think all zones but towns were under beastman control, so it was probably just a weird lag thing like having 42/65837 items in your inventory.

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