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Old 02-20-2007, 07:48 AM   #1
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Besieged Adjustments (02/20/2007)



In the upcoming version update, we plan to make further adjustments to Besieged, including a level increase to the beastman armies, the addition of new temporary items, and new combat abilities for the Serpent Generals.

Click here for details.

Beastman Army Level Increase

In addition to the maximum value for enemy forces being increased to 170, level 7 units comprised of new monster types will be introduced for each beastman army.
Be sure to participate in Besieged to discover what deadly new opponents threaten the Imperial capital!



New Temporary Items

To coincide with the threat of powerful new enemies, the variety of temporary items distributed at the beginning of every Besieged will also be expanded.
These new items will have an offensive focus, and their availability will depend on which NPCs have been taken captive and the overall condition of the Imperial defense.

Serpent General Abilities

The Serpent Generals will each receive unique new combat abilities to use during Besieged.
Join the fight against the beastmen alongside these inspiring leaders!
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Old 02-20-2007, 08:12 AM   #2
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Re: Besieged Adjustments (02/20/2007)

Beat me too it.
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Old 02-20-2007, 08:18 AM   #3
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Re: Besieged Adjustments (02/20/2007)

Lv7 = 1200exp?
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Old 02-20-2007, 08:23 AM   #4
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Re: Besieged Adjustments (02/20/2007)

Possibly, also maybe more challenge :D
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Old 02-20-2007, 11:48 AM   #5
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Re: Besieged Adjustments (02/20/2007)

That thing has a HYUGE mace, so I can't wait to take my BLU into the skirmish!

Also, I love the idea of new mobs and new items!

Now let's hope the lag doesn't increase.
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Old 02-20-2007, 02:32 PM   #6
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Re: Besieged Adjustments (02/20/2007)

As long as they don't make it so you need to be level 80 to hit anything...

Besieged is already so full of "You miss the mob. You miss the mob. The mob hits you for 3500 damage. You die." that further increases to monsters' combat stats seem unlikely to really make it more challenging (as opposed to simply longer, which the increased number of monsters will already do to some extent). As long as every dead monster stays dead and every dead player gets raised, eventual player victory would be inevitable, if not for the fact that the monsters don't actually have to kill all the players to win.

It follows that in order to really make Besieged harder, monsters have to concentrate more on the generals and refuse to be distracted by players that don't really die when you kill them... this could have disturbing implications for the players who like to hang out with Gulool Ja Ja while someone else fights the army. Too many people like that could cost your server the win.
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Old 02-20-2007, 02:34 PM   #7
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Re: Besieged Adjustments (02/20/2007)

Quote:
Originally Posted by Moaku Hyena View Post
Now let's hope the lag doesn't increase.
as long as the players max out the battles you can count on lag being a very big issue.
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Old 02-20-2007, 02:53 PM   #8
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Re: Besieged Adjustments (02/20/2007)

Am I the only one interested in what the new abilities of the Generals will be? I can't wait to see them in action!


Oh, and thank goodness they're stopping it at 7. When they first announced they were raising it to "maximum level" I was dreading lv 10 or something along those lines @. @
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Old 02-20-2007, 03:00 PM   #9
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Re: Besieged Adjustments (02/20/2007)

They are raising the maximum level from 6 to 7, I dont think they said they were planning on stopping there in the future. They havnt before
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Old 02-20-2007, 03:24 PM   #10
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Re: Besieged Adjustments (02/20/2007)

This is all extremely interesting, and I can't wait to hear more. Besieged is one of my absolute favorite parts of FFXI. I only have one question:



What in the Dawn Goddesses name is that?
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Old 02-20-2007, 03:34 PM   #11
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Re: Besieged Adjustments (02/20/2007)

How about rewards from participating on Beseige events? Doesnt seem to be anything except for imperial points and some xp.
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Old 02-20-2007, 03:42 PM   #12
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Re: Besieged Adjustments (02/20/2007)

IS and EXP is enough for me. What else would you suggest?
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Old 02-20-2007, 03:52 PM   #13
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Re: Besieged Adjustments (02/20/2007)

More XP and more ISP, and maybe some good Salaheem Merc gear for successfully defending the city x number of times and doing Naja's dirty work...

But then again the gear would be confiscated by her anyway.
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Old 02-20-2007, 04:05 PM   #14
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Re: Besieged Adjustments (02/20/2007)

Teleportation to cities, meds & supplies that can be bought from NPCs, gear that can be exchanged with imperial pts. sanction extending items, ammunition.
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Old 02-20-2007, 04:13 PM   #15
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Re: Besieged Adjustments (02/20/2007)

Assault Points would be cool (though I have no clue how SE would work that in) or maybe yet another set of points specifically for Besieged.


While keeping the Astral Candy is a reward in and of itself, it would be cool to actually gain something from regular participation in Besieged (like the Serpent generals taking notice of your continued support)
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