Adjustments to Einherjar (06/02/2008)

Aangeliceus

Kitteh's Meow
FC/Leadership
PlayOnline said:


The next version update will contain a number of changes to the Einherjar venue.

A recent increase in the number of player suggestions and concerns received regarding Einherjar has led the development and operations teams to reconsider a number of that system's features.

Particularly, many players are of the opinion that the efforts demanded by Einherjar yield too little return, that the structure of layered challenges makes it difficult to introduce new members midway into a progressing group, and that players who may miss out on even a single chamber may find themselves unable to participate in subsequent runs with their group. All of this constructive feedback has led to a series of changes whose implementation will begin in the next version update.

Ampoules of Therion Ichor

Until now, the acquisition of ampoules of therion ichor has been contingent upon successful clearing of an entire chamber. However, this will no longer be the case. Instead, regardless of whether the chamber is cleared or not, players will receive ampoules in proportion to the total number of monsters they have slain. In addition, the amount of ampoules available per chamber will be increased. Defeating the final bosses, the so-called Guardians of Asgarth, will not yield additional ampoules.

Entry into Wings

Entry into all wings of Einherjar will be made less demanding for the majority of participants. The organizing player who obtains the Smouldering Lamp and reserves an Einherjar chamber will still need to fulfill all of the same requirements as before. All other players, however, will now be able to enter any of the chambers in Wings I, II, and III regardless of previous clears or valkyrie feathers in their possession.

Entry into Valgrind

At present, entry into Valgrind, the most remote chamber in the Hazhalm Testing Grounds, requires that all participants have cleared all chambers in Wings I, II, and III, and have the appropriate key item in their possession.
This requirement of clearing all nine wings will now apply only to the player making the reservation for Odin's Chamber. All other participating members now need only have cleared one chamber from each wing, and thus be in possession of a total of at least three valkyrie feathers.

Entry into Valgrind will still result in the loss of any and all related key items in all player inventories.

Rewards

Though we are still looking into ways to increase compensation and rewards, players can expect to see a number of new items added to the Einherjar lineup. More detailed information regarding how to obtain these new items will be released in the Topics post on the day of the version update!

http://www.playonline.com/pcd/topics/ff11us/detail/3308/detail.html
 
WOOT!
 
Can enter regardless of previous clears eh? Hey! This means I can actually come now!
 
This is really good news! I'm glad SE finally listened to complaints about the entry requirements, and ampoules even on non-clears is a good idea. Anyone else think this is a prelude to having the new relic weapons be based on Einherjar runs?

There is a drawback that we need to watch out for though. To enter the next wing and eventually Valgrind, the leader still needs all the clears. There's a risk that other attendees will think "Oh, I already got a clear for this tier, so I don't need to come tonight." The leader still needs the clear, which means enough people have to show up to get the clear. We can't make progress by slacking off. There is a way to speed things up (if someone with most clears can't make the final run), but it still takes people to get the clears needed.

The relaxed entry requirements should be thought of as a way to make sure people don't fall behind when they can't avoid missing a run. We still need to plan and attend the runs as they come.
 
That's hot. Though, it leaves the door open for abuse if people just show up for tier 3. However, if you're just missing one or two people eac time then it makes it easier to progress.
 
This solves about every problem we had with Ein. It's our own fault if we can't do this new, easier setup. I can't wait to see the bitching and groaning over on BG about this.

-benny
 
This probably really means you can flag 20 ppl for Odin, and then farm Odin 20x.

From what I understand in the original post, all players entering the final zone will lose all of there temporary items from Einherjar clears.

Anyways, this news is good, I'll be ready to start participating in this when it is implemented. Will making earning ampoules go quick too.
 
What it does allow is a rotation of 3 clears > Odin > 3 clears > Odin ad infinitum assuming you have room for 3 mules to hold key items. I don't have time atm to go into details but you can trust me.

-benny
 
What it does allow is a rotation of 3 clears > Odin > 3 clears > Odin ad infinitum assuming you have room for 3 mules to hold key items. I don't have time atm to go into details but you can trust me.

-benny

Yeah, it does make sense. But if only the person getting the item to start the run gets the key item, the three mules won't work.
 
What it does allow is a rotation of 3 clears > Odin > 3 clears > Odin ad infinitum assuming you have room for 3 mules to hold key items. I don't have time atm to go into details but you can trust me.

-benny
We'd still have the issue of people missing a run, but with 4-run turnaround it might not be as big a deal.
 
So yeah, the big issue is that we need to dual-box mules into these runs in order to keep feathers on hand. It will be three runs min between each Odin regardless with the new system.

*EDIT*
Actually, that won't work. The lamp holder still needs to be lvl 60 and clear all 9 chambers. I guess we could use dual-boxed chars as long as they are 60+.
 
I have like... 5 chars at 75 lol. XD
 
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