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PostPosted: Tue Jun 11, 2019 4:06 pm 
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Location: Windurst
Don't forget that Nasomi also introduced custom math when it comes to conquest results, based on the active population in each city. Because of our lower population, we actually get an advantage to winning any given region. However, I feel that the problem seems to be twofold:

1. Conquest results *seem* to be heavily influenced in the final minutes/hour of tally. Meaning most, if not all, of the work done up to that point would be worthless.
2. Zero is still zero: if literally zero people from Windurst is active in any given region in that final hour, it doesn't matter if we get an advantage, we're still getting zero points.

So even if we have a population-related boost, if more people jump ship from Windurst and change nations, you're not solving the problem, you're only adding to it. If you picked Windurst because you actually LIKED the city, story, aesthetics, nostalgia because it was your retail city, location due to crafting guilds, etc. then you might be motivated to stay and help create a solution.

Yes, the population (and general disposition towards the city) on Nasomi is lopsided in favor against Windurst, but all it takes is a little bit of planning for the hour before conquest and you can score just about anything you need, as others have said.


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PostPosted: Tue Jun 11, 2019 4:59 pm 
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Miku wrote:
Aeroo wrote:
I question the sanity of anyone who would live there.


Hey screw you buddy

he's not wrong though :(

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PostPosted: Tue Jun 11, 2019 5:30 pm 
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So anyway, who's interested in meeting up @ Port Windurst this Saturday at 11:30 PM EST to conquest a zone? :) I have a 75 that can PL and a handful of DD jobs in the EXP range.


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PostPosted: Tue Jun 11, 2019 6:19 pm 
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Paint the map yellow green :3

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PostPosted: Fri Jun 14, 2019 7:55 pm 
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Joined: Sat May 04, 2019 7:39 pm
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shinbi wrote:
So anyway, who's interested in meeting up @ Port Windurst this Saturday at 11:30 PM EST to conquest a zone? :) I have a 75 that can PL and a handful of DD jobs in the EXP range.


Pick Quifim island please! :mrgreen: I'll try to be on and in Port Windy


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PostPosted: Fri Jun 14, 2019 10:40 pm 
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Joined: Wed Apr 18, 2018 9:42 pm
Posts: 14
Armaddon wrote:
It’s a pain but not impossible. If you can get 1-2 parties’-worth of Windurst folks exp’ing in a region for the couple hours leading up to the tally, you can flip just about any region with much success. You might have to go out of the way a bit, but it’s definitely doable.

Here are a few areas we used to target:

Ronfaure: KRT, hands-down, but also have a few people go level some jobs to 10 in east/west.

Gustaberg: Korroloka is great, and there are a few camps for lv 30-ish

Zulkheim: Dunes is rough but Gusgen Mines has a couple awesome 20’s camps. Bring a PL, or you’ll die often from links. Lowbie solo/duos in plateau or highlands works, too

Kuzotz: both deserts have some decent spots for 30’s and 40’s. Go solo goblins on BST and SMN around the OP, too

Vollbow: Kuftal at lizards is OK, but Cape at OP is much better (low 50’s IIRC). Can also do the south beach entrance to VoS or cockatrice in a couple spots. VoS itself is tough due to peryton AoE damage but it’s doable. Merit down at tiny turtles in Gustav if you’re 75-ish.

Tavnazia: merits! birbs!

Valdeaunia: hit up Ule and exp on raptors - it’s a pretty sweet camp. Can also small-group merit/75-ish the Buffalo up top (BLM solo/duo works great since you can aspir them)

Fauregandi: Ranguemont has like one camp IIRC.. can also solo/duo lowbies near entrance. Pso’Xja has a couple awesome camps, too. There’s also a bat camp or two in Fei’Yin (low 50’s maybe? Can’t remember)

Norvallen: Carpenter’s Landing for sure. Two sets of viable camps, so don’t get discouraged if a group is there already

Aragoneu: Citadel is best but don’t forget the couple decent spots in Sauro (weapons, beetles), Attohwa (flies), and even some PL’d lowbies on birds in Meriphataud. There’s a fun worm camp in Maze too but links abound, so bring a PL

Qufim: don’t forget bats in BD and bats/goblins/giants in the tower!

Li’Telor: 30’s in Zi’Tah, 60’s in Tree, or 70-ish on weapons in Ro’ near the moon doors

Kolshsushu: oh man there are a couple AMAZING dunes-alternative camps in Bubu. Can also do 30’s or 50/60’s in Bibiki

Lower Elshimo: Yuhtunga - go go mandies! Also don’t forget fish near SSG (PL helps a ton)

Upper Elshimo: Den of Rancor bats are an awesome KRT alternative. Can also do upper 20’s on mandies and lizards



Good times!


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PostPosted: Thu Jul 04, 2019 2:33 pm 
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Joined: Wed May 29, 2019 4:55 am
Posts: 105
Takelli wrote:
Well as seeing that Windhurst isn't an actual nation, it would make sense that there are a lot less people, and they never control outposts. I mean, how did you even become a person for Windhurt? (Sorry, It's a major pet peeve when people add an "H" in Windurst. I honestly don't know why people even do that.)

But is you are talking about Windurst, then try to get with the linkshell "Windurst Wins". They can help you get OPs and what not to teleport around.


meh

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Last edited by deathmolor on Sat Jul 06, 2019 2:11 am, edited 1 time in total.

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PostPosted: Thu Jul 04, 2019 6:00 pm 
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Joined: Fri Jul 08, 2016 2:38 pm
Posts: 517
Location: Port Windurst
deathmolor wrote:
Vavaud wrote:
Don't forget that Nasomi also introduced custom math when it comes to conquest results, based on the active population in each city. Because of our lower population, we actually get an advantage to winning any given region. However, I feel that the problem seems to be twofold:

1. Conquest results *seem* to be heavily influenced in the final minutes/hour of tally. Meaning most, if not all, of the work done up to that point would be worthless.
2. Zero is still zero: if literally zero people from Windurst is active in any given region in that final hour, it doesn't matter if we get an advantage, we're still getting zero points.

So even if we have a population-related boost, if more people jump ship from Windurst and change nations, you're not solving the problem, you're only adding to it. If you picked Windurst because you actually LIKED the city, story, aesthetics, nostalgia because it was your retail city, location due to crafting guilds, etc. then you might be motivated to stay and help create a solution.

Yes, the population (and general disposition towards the city) on Nasomi is lopsided in favor against Windurst, but all it takes is a little bit of planning for the hour before conquest and you can score just about anything you need, as others have said.


You also have to account for the psychological effect of being in last place consistently even if you improve the situation by some creative math people will still feel they are wasting their time thus not participate in conquest. The only way to fix the situation is a handicap, just like in golf. You don't buff the nation that is demoralized. You handicap the nation that is on top. As I recommended to Nasomi a 30 min timer on 1st place signet or if that is not sufficient, some similar alteration.


rofl no

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PostPosted: Fri Jul 05, 2019 1:39 am 
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Joined: Tue Aug 14, 2018 4:39 pm
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deathmolor wrote:
As I recommended to Nasomi a 30 min timer on 1st place signet or if that is not sufficient, some similar alteration.


Yeah because having people have to refresh signet every 15 mins in a party is just what we need.

It'd be much more easier and cleaner if Nasomi simply gave Windurstians +50% influence on zones to combat the obvious population disparity.

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PostPosted: Fri Jul 05, 2019 9:25 pm 
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Joined: Mon Jun 13, 2016 9:42 pm
Posts: 108
Location: Windurst
We already have a handicap system in place! Here, some extremely simple math to explain how it works:

Example population:
Sandy: 1,000 players
Bastok: 1,000 players
Windurst: 100 players

For every conquest point that a Sandy/Bastok player earns, they gain 1 actual "Point" towards winning a zone.
However, for every conquest point that a Windurst player earns, they gain 10 actual "Points" towards winning a zone.

We already have a handicap in place to help us. However, as I stated before: zero still means zero. If, for example, there's a group of four people screwing around killing stuff in Castle Z. 2 hours before conquest and all four of them are a mixture of Sandy/Bastok and NONE are Windurst: it doesn't matter what advantage we have, zero is still zero.


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