I think I'd have cut my losses and left to go solo a long time before that lol .
I think I'd have cut my losses and left to go solo a long time before that lol .
Man, that seems like a massive waste of time for exp/AN to hour ratio.
There was a 2 hour Garliage Citadel [S] Campaign battle yesterday. Granted, the fight did not end because we needed to kill Shadowhand but it was still a very long battle. Might have been taking at the same time as Eldieme (I am on Asura as well.)
Mobs can get stuck in the walls of the Aurastery in Windurst Waters [S] too. Makes for a long campaign battle.
Not to mention the occasion pricks holding mobs near where they appear (had to go find them myself and tell everyone they were there and cause this mass of people following behind me =p)
It'd be kinda nice if when you have tags on, the CFH radar would show the nearest campaign mob.
So can you renew tags and your Union remains unaffected by it?
I guess the main question would be if the union info retains your contributions for the purpose of determining the coffer's items. Like if you get killshot on NM, but then you refresh your tags and rejoin the same union, will that item still be in the coffer (even if you risk not being able to lot it if the battle ends before you made enough exp again)?
Either way, to the people talking about "inc maintenance" and how it's broken, I wasn't there and can only go by what people have said, but I doubt it's actually broken (as in, glitched). There've always been long campaigns like that from time to time. Usually when a nation or beastman army is set to Preemptive Strikes and only missing one zone (and maybe Stronghold Defenses and only controlling one zone) they'll send forces there a ton, meanwhile if the other side has high Intel and the proper battle strategies, they'll see all the units being sent and start sending their own, and it makes for a lot of back-to-back campaigns. Stick it in a zone like Eldieme where you don't get as many people or people don't often find all the mobs (stupid EP hounds, and doors that lock you out of coffer area after battle, not to mention the different NPC and Beastmen armies will sometimes never find each other to fight) and those back-to-back campaigns will be one, long, continuous campaign because there'll always be at least one offensive army there.
That's just my assessment based on what I've seen in Campaign, anyway.
Oh, I didn't think of it that way... I have no idea =/
This always confused me. Why do people keep turning in tags and getting new ones? I was under the impression that the xp is capped per minute, so no matter how many times you get new tags you still cap out at the same xp/min, right? So if max xp is 5000/60 mins, it wouldnt matter if you turned in tags 1 time or 5, you'd still get 5000 xp after 60 mins right? Assuming you do enough to reach the cap that is.
It depends on if the game records the amount of XP you've received and on how fast you can generate the XP. If I place at 83XP/min (5000XP/60min rounded), but I can generate 90XP in 20sec, then barring the time taken to talk to the NPC, I should be able to make 180XP/min as opposed to the normal 90XP/min in a hypothetical setting (Incoming people that say "HYPOTHETICAL STUFF ISN'T REAL YUGL" without realizing the overall point). Not a campaign expert (Thanks for the WoTG post Rocl...), but if:
1. The XP/time cap is something you can cap out quickly
2. The NPC does not remember how much XP you've earned from battle thus far
3. You can recap the XP in a reasonable amount of time
It's possible to receive more XP than if you had just kept the same ticket the entire run.
Edit: Nice avatar.
It's more like this: Let's say you "earn" 250 exp per min. You get that from all the damage you do, and take, and cure, and buffs, and so on. But your medal caps you at 94exp/min (this is the current max rank value). So what happens in a short-to-medium length campaign is you never receive the total amount you earned, because you're capped by time. You earn as much as your highest medal and time spent campaigning dictates that you get.
However, the exp you can "earn" from each of those various types of actions cap out. You can only get so much exp from cures, so much from buffs (less now than it used to be, thanks brd botters), so much from swings, from crits, etc. Even taking damage and dealing damage seems to cap out after a while, but those two are larger than all the others. So if you are in a 100 minute campaign, you're not going to make 9400 exp even if you're doing everything nonstop the entire time. You'll earn probably in the neighborhood of 5000 exp if you're on a job that does well in campaign, exp-wise, as everything starts to cap out.
But, if you refresh your tags let's say every 30min, you'll get 2820 the first time, 2820 the second time, 2820 the 3rd time, and 940 in the last 10 min. The full 9400 exp. That's why people do it, not because it's allowing them to circumvent the 94/min to get double or whatever, that can't be done. It's to allow them to realize that full 94/min instead of wasting half their tags in a longer campaign after they stop accruing exp at a reasonable rate. Some jobs that can't make great exp can do this more often so that they make the same campaign exp/h as the better jobs. This is before unions, anyway, where there's a disincentive to turn in your tags before the battle ends.
I'm in The Necropolis right now going on almost 3 hrs and the Clan Longtooth Pillagers are respawning as fast as we kill them. There's something seriously messed up here.
Retreat finally:
Mob Listing
Mob-----------------------------Number
Battlemaster Vatgit-----------------1
Clan Longtooth Pillager--------------65
Fiendish Leechkeeper---------------4
GM call:
http://i51.photobucket.com/albums/f3...edcampaign.jpg
When a zone is owned by beastmen, they respawn continuously until fortifications are at 90% of the value that they were at when they arrived, at which point the unit will retreat. This is what allows a group to take over La Vaule/Beadeaux/Oztroja in 6-10 hours of continuous effort, rather than 2-3 days. (They'll also return victorious if every NPC sent dies, or if a certain period of time passes without reaching the appropriate fortification value.)
However, the value they need to reach is fixed at the point they arrive, regardless of how the forts may go up after that point. So if Di'Dha is sent when forts are at 140, then he'll retreat when they're at 126, but let's say when they reach 132 the Waugroon and Qulun arrive, they'll leap up to to 152. You then need to kill 20 extra mobs than originally needed to force retreat (in fact, the Waugroon and Qulun will retreat well before Di'Dha's unit, in this scenario.)
When the "builder unit" comes, it usually only goes up by 6 (as there are 6 of them in that unit). However, they have different objectives when they are sent, and one of the objectives increases the forts by considerably more (at least 20 or 30, I think). My guess is that's what happened in your case, if there were no other units sent for you to fight. You got Clan Longtooth mobs, got them to about where they were going to retreat, then at some point the Clan Bear guys showed up and basically reset your progress and warped.