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[Dev] Voidwatch: Response to Feedback
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 16:07:21
Who cares if someone is buying Voidwatch gear? There are far more efficient ways to make gil, and since when is selling rare/ex gear evil? The only time buying rare/ex gear should ever be an issue at all should be if it is preventing someone else from obtaining an item. IE: claiming an HNM for gil.
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-11 16:07:58
@Kallia
I think his point is that you can't control Voidwatch so the LS doing infinite Qilins is still at the mercy of the same RNG that the PUG doing Qilin is.
That's completely different from HNMs.
Cerberus.Tikal
Server: Cerberus
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By Cerberus.Tikal 2012-01-11 16:08:45
The variable here Kalilla is the synthed versions would be a wild card. I can't really estimate what they'd affect, but they'd throw a kink in some where.
Lakshmi.Zaps
Server: Lakshmi
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Posts: 194
By Lakshmi.Zaps 2012-01-11 16:12:39
Phoenix.Dramatica said: »Voidwatch isn't exclusive like HNMs were, so your entire argument is invalid. The whole reason that HNM monopolizing was an issue, was because you could *** monopolize it. You can't monopolize voidwatch. Are you kidding?
If you could suddenly start giving items to people, there would be linkshells just like there are FC burns. You pop constantly throughout the day until the drop is in one of the members chests. Then you have that mule come over and trade you for the 25 mil you spent on that body, and they put it in the treasure pool for you to lot.
It is no different, at all.
Yes they can't monopolize it, but they can still do the same ***.
Why is this a problem though?
I find the dynamic of being able to buy ex gear from ls's to be a very large plus. (only when its nearly impossible to monopolize)
Whats so wrong with spending your time making gil instead of participating in the events? How is this that much different from doing events and crafting an item out of drops to make gil?
Quetzalcoatl.Zagam
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By Quetzalcoatl.Zagam 2012-01-11 16:12:48
Lakshmi.Sparthosx said: »
Seemed like SE was putting out a different result during Abyssea - a result people liked. Before you point out the people who hated Abyssea I'll say I'm aware of those people and you fail to realize that the response was largely positive which is all that matters within the scale of an MMO.
Neo-Dynamis? Received well.
Abyssea? Received well.
MMM? Poor reception.
VNM? Universally loathed.
Nyzul? Received well.
Voidwatch? Poor reception.
Since the drawdown of Abyssea I've seen my own LS shrink from ~60 members down to around 10-20 people who still log on, seen the overall size of shells on Lakshmi dip significantly, seen little content to replace the old, a return to Tanaka's torture methods and my own playtime drop with each statement from SE. If anything it's been SE doing an amazing job of breaking my attachment to this game over the past few months.
How about you read up on Stockholm's before you post? You're the one defending SEs bad responses to player concerns while refusing to accept that the current system is rubbish. I give SE credit where it's due (story writers put in work, music team almost always delivers and graphics have stood the test of time) but Voidwatch isn't worthy of any praise because it boils down to:
-Spawn
-Spam drinks
-Zerg
-Get Nothing / Watch someone get HQ loot they cant use or have already.
SE can't even be bothered to cover it up. The new badass mobs are pretty much capable of OHKO'ing pretty much anyone not under an invincibility drink. Feels good getting hit with Death, Doomspam or taking 1800dmg in an attack round.
With point systems you'd tell yourself "well, im one step closer to a Murasamemaru or a Toci's" but with the current system you're never any closer to progress and that's even worse than old HNMs where you could at least do something else to stockpile gil and buy the drop. ZNM picture taking seems like a luxury compared to repeating these terrible NMs only to never get ***or the same logs/ore to the moon.
I'm always willing to do some grinding if I know that I'm going to get something out of it. I found the ZNM experience overall successful (though most would disagree) but Voidwatch? It's a pure lottery where no matter how much time you throw at it you're still at the same odds as Joe Schmuck #12 of getting a drop.
Most people (the dreaded casuals!) will just cancel accounts and say nothing, I'm just a bit more noisy yes. We can call it human nature if you want but really it's just SE making more shitty decisions after failing to learn their lesson the first time.
I've said it before and I'll say it again - there are better ways to build timesinks.
I liked abyssea but SE was right when they said it was a poor design. And are you basing the fact your shell has diminished AFTER abyssea? I know more people quit and more LS fail because of abyssea then any other single game change to date. Voidwatch has ..... dun dun dun actually brought people back, there's more people on LS now when theres a planned run then any other time of the week.
As for Stockholms? I think you should read up on the definition just because I disagree with you and actually enjoy the product i'm paying for doesn't mean I have it, on the other hand you loathe your captors, hate everything about them but the chains are unshackled and the door is unlocked but you still stay. I assumed that was a bastardized version of stalkholms but I guess it isn't, not sure what that would be, maybe we discovered a new disorder today.
Are there better time sinks? sure, i'm sure some games do better and if SE is so bad at them then the game wont be around much longer and we can all move to the next massive time sink and complain about it there.
Phoenix.Dramatica said: »If you can't see why comparing Dring to Voidwatch drops is moronic, then I'm going to stop posting before I get myself banned. :( Finally
Fenrir.Eriaxa
Server: Fenrir
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Posts: 13
By Fenrir.Eriaxa 2012-01-11 16:14:33
The vast majority of lazy player's are still spoiled from Abyssea. People want things right away with very little time and effort expended... Too bad, VW works if you put in the work. Stop being lazy and do lots of VW and you not only will make tons of gil but you will eventually get the rare/ex drops. I was casual with VW at the start but I seem to be doing it hardcore everyday now and I really enjoy the system.... Some days I walk away with 1-5 mil in my pocket. Some days I only make a couple hundred k gil, but it's truly rewarding when you actually get something nice just like it was back in the day doing Salvage or other events. So F U lazy players... Stop crying and get on the boat or GTFO.
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-11 16:16:51
If you don't wanna buy gear then you could easily just do PUGs where I guarantee you that some people would get HQs and put things up for freelot cause they wouldn't care about the stuff.
The idea that 'add to pool' is going to create a Kings scenario is nonsense. You can't control the output of loot like you could w/Kings and all groups are subject to the same crushingly bad droprates Voidwatch totes.
All you'd get is some incentive for shells to stay together, an overall boost to rates from people pooling drops and an overall happier playerbase.
[+]
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 16:17:30
Your post makes me so angry. Rather than picking it apart piece by piece and pointing out the flaws, I will point out that you are using a belenos' mantle and everything you say is invalid.
VIP
Server: Siren
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Posts: 14552
By Siren.Kalilla 2012-01-11 16:21:44
Just feel that VW should be a longer lasting event, there aren't that many different choices when it comes to fights compared to abyssea.
If you start moving items around then people just finish their goals faster. It's like right after maintenance, and there is a huge demand for players to make group to level. Once everyone has their levels it's much more difficult to find a group.
Why would we want that with VW? Why would anyone do VW once they get what they want, there are better ways to make gil, exp, and cruor.
I just feel that making people happy by moving items to the pool isn't what the system needs.
A check to see if you have that rare/ex item is needed however.
[+]
Server: Fenrir
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Posts: 3012
By Fenrir.Leoheart 2012-01-11 16:22:22
Ignore Eriaxa, he's "special".
Bahamut.Serj
Server: Bahamut
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By Bahamut.Serj 2012-01-11 16:22:25
Bahamut.Serj
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By Bahamut.Serj 2012-01-11 16:23:23
Just feel that VW should be a longer lasting event, there aren't that many different choices when it comes to fights compared to abyssea.
If you start moving items around then people just finish their goals faster. It's like right after maintenance, and there is a huge demand for players to make group to level. Once everyone has their levels it's much more difficult to find a group.
Why would we want that with VW? Why would anyone do VW once they get what they want, there are better ways to make gil, exp, and cruor.
I just feel that making people happy by moving items to the pool isn't what the system needs.
A check to see if you have that rare/ex item is needed however.
But why should this tiny bit of content be dragged out for an entire year?
VIP
Server: Siren
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Posts: 14552
By Siren.Kalilla 2012-01-11 16:27:46
Just feel that VW should be a longer lasting event, there aren't that many different choices when it comes to fights compared to abyssea.
If you start moving items around then people just finish their goals faster. It's like right after maintenance, and there is a huge demand for players to make group to level. Once everyone has their levels it's much more difficult to find a group.
Why would we want that with VW? Why would anyone do VW once they get what they want, there are better ways to make gil, exp, and cruor.
I just feel that making people happy by moving items to the pool isn't what the system needs.
A check to see if you have that rare/ex item is needed however.
But why should this tiny bit of content be dragged out for an entire year? People have already pointed out that SE isn't willing to make the content needed to give rewards out like candy during abyssea.
I absolutely hated that bs.
I don't think people should go 0/300+, but I don't think we should be getting what we want after a day or two either.
They need to adjust things, but I really don't think it needs to be as easy as people are saying.
If they let us give people items it will only result a nerf to lower the % rate of getting the item in an 18 man group regardless if you have 18 members or not.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 16:27:46
I feel that they would be too lazy to code something like a check system, and the loot pool option is the most simple solution. It makes almost everyone happy, drops will still be quite rare due to the low base drop rates, etc. Things like HQ weapons will still stay as those nonexistent shinies that the lucky few happen upon. Bodies will be slightly more common, but you could already realistically obtain any body in a reasonable amount of time with enough spam(unless you are one of the few people that ends up going 0/400+, which would be the main case for being able to pool drops). The weapons just have an obscene drop rate and i feel like they wanted to make them as rare as drings.
Bismarck.Eburo
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By Bismarck.Eburo 2012-01-11 16:31:27
If Voidwatch ever turned into a non-voluntary pooled loot system, I'd gladly stop paying $30 a month for my characters.
Server: Phoenix
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By Phoenix.Dramatica 2012-01-11 16:32:33
Obviously not a forced loot pool, just an option to add to pool like abyssea boxes.(Only for rare/ex items to prevent flooding the pool IMO)
Bahamut.Serj
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By Bahamut.Serj 2012-01-11 16:35:18
^
VIP
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By Siren.Kalilla 2012-01-11 16:35:19
I think a check to see if you have it, and if you do it re randomizes and goes to someone else, is better.
Still gives you the possibility of walking out with nothing, which is what the system needs.
Bismarck.Eburo
Server: Bismarck
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Posts: 1377
By Bismarck.Eburo 2012-01-11 16:35:35
Phoenix.Dramatica said: »Obviously not a forced loot pool, just an option to add to pool like abyssea boxes.(Only for rare/ex items to prevent flooding the pool IMO)
I think this is a good idea, as long as it doesn't mean people stop doing PUGs.
Bahamut.Serj
Server: Bahamut
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Posts: 6179
By Bahamut.Serj 2012-01-11 16:35:55
And for ***'s sake, how is making items realistically obtainable making the game easy. I swear to *** I can't understand that logic.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 16:36:43
I think that would be great and would work as well, but this is SE we are talking about. They made cure do max damage to undead during an update that had no relation to cure spells in any way. The game is full of spaghetti code, and they would need to create too much new ***to make that work.
By Chyula 2012-01-11 16:38:00
Just feel that VW should be a longer lasting event, there aren't that many different choices when it comes to fights compared to abyssea. If you start moving items around then people just finish their goals faster. It's like right after maintenance, and there is a huge demand for players to make group to level. Once everyone has their levels it's much more difficult to find a group. Why would we want that with VW? Why would anyone do VW once they get what they want, there are better ways to make gil, exp, and cruor. I just feel that making people happy by moving items to the pool isn't what the system needs. A check to see if you have that rare/ex item is needed however. But why should this tiny bit of content be dragged out for an entire year?
oh I can answer that!!!
1. because its cool to farm AN for many hours a day.
2. because its cool to fight to 8+ VW a day, 7 days a week, 365 days a year.
3. because it help to keep the supply of metal floating.
4. because ppl want to increase their epeen.
5. because we need exp and crour.
6. because we love Tanaka and will bend over if we must.
7. because this is a job and it should dominate your life, your family, your work, your study and your refuse to play MMO wife.
8. because I can go on and on with this, do you need anymore reasons?
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-11 16:38:55
Gaining 1 item in a week feels better than gaining 15 seals 9 +2 items, 100 pops to random nm's, bunch of gear i don't even want from those nm's, seals i don't even want from that nm, waiting on players to finish what they are doing, and dealing with *** who want to steal everything from everyone.
to me anyways~
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 16:39:48
The entire basis for the low drop rates in VW atm I believe is to keep heavy metal circulating, and it adds longevity to the game without them having to any work at all. They serve us ***and we eat it regardless, because it's what we are used to.
Cerberus.Tikal
Server: Cerberus
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Posts: 4947
By Cerberus.Tikal 2012-01-11 16:40:09
They'd steal from you in VW if they could.
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-01-11 16:46:20
Phoenix.Dramatica said: »it adds longevity to the game without them having to any work at all. They serve us ***and we eat it regardless, because it's what we are used to. And this is where I stop agreeing with everything else that was posted before.
One thing is complaining about a system that can be improved(like Sparth bolded, time sinks can be done in a better way), but things like that just makes me wonder if people are completely clueless of how MMOs work. It's absolutely normal to have time sinks.
Unless that's not how you meant it, then my statement just stands on a general note.
[+]
By Brolli 2012-01-11 16:47:00
The vast majority of lazy player's are still spoiled from Abyssea. People want things right away with very little time and effort expended... Too bad, VW works if you put in the work. Stop being lazy and do lots of VW and you not only will make tons of gil but you will eventually get the rare/ex drops. I was casual with VW at the start but I seem to be doing it hardcore everyday now and I really enjoy the system.... Some days I walk away with 1-5 mil in my pocket. Some days I only make a couple hundred k gil, but it's truly rewarding when you actually get something nice just like it was back in the day doing Salvage or other events. So F U lazy players... Stop crying and get on the boat or GTFO. but but 0/500 -3 days on my heka!!!!! i want it now! right away!!!!!!!! because i'm 0/500!!!!!!! Q_Q
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 16:48:17
My real concern is that Tanaka was on FFXIV when Voidwatch was developed, right?
Now that he's back...
Going to work now but I have something when I get back lol
Phoenix.Fredjan
Server: Phoenix
Game: FFXI
Posts: 2326
By Phoenix.Fredjan 2012-01-11 16:52:48
Some days I walk away with 1-5 mil in my pocket ***
edit:
Quetzalcoatl.Zagam said: »Voidwatch has ..... dun dun dun actually brought people back, there's more people on LS now when theres a planned run then any other time of the week. Do I need to say it again?
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-11 16:53:42
That's a reasonable claim...
01-10-2012 03:02 PM | Camate | Community Rep |  |
| Thanks so much for all the feedback regarding Voidwatch.
I have a couple responses to some of the suggestions and opinions that have been stated. (Sorry it’s a bit long)
Drop rates of equipment for each chapter
There are no drop rate differences for equipment in chapter 1, 2, or 3. Each has the same amount of rarity and there are no differences between chapters.
Bonuses for players who spawn the monster
It would be possible to look into this if other players who pay the costs received the same effects, for example, receiving the same benefits when using the maximum amount of cells. On the other hand, we are not thinking about offering special benefits just for spawning the monster. In extreme cases, only the player spawning the monster would consume Voidstones and continuous battles could take place which would eliminate the good point of Voidwatch where each member receives their own reward and would also develop long claim times.
Cruor needed for atmacite upgrades
For the amount of cruor needed to upgrade atmacites, the idea was not to acquire these beforehand in Abyssea, but to upgrade atmacites while receiving cruor as rewards for Voidwatch. In order to save cruor, it’s possible to increase the amount gained by using cells or participate in battles without spending Voidstones just for cruor rewards.
In regards to other feedback we have received, especially about the areas we plan to focus on to address, I would like to go over the planned adjustments.
Weaknesses and rewards
Since exploiting a monsters weakness is directly linked to the rewards, it seems like players are focusing on creating parties that can quickly defeat monsters whose weaknesses can be exploited easily. As we would like players to utilize weaknesses as an element of strategy, we would also like players to have fun on a larger scale, so we will be looking into making it so that the connection between exploiting weaknesses and the rewards received are not too strong.
Weakness revamps
In order to create battles that can be completed without relying on temporary items, we are planning to revamp weaknesses as well as adjust the distribution of temporary items.
Also, in regards to cases where the weakness is difficult or due to your setup you cannot exploit it even though you determined what it is, we are planning to perform appropriate adjustments. Though we have already received quite a bit of feedback on weakness, if there are any others you would like us to look into please submit your feedback.
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Subsequent follow-ups
Depending on the route/monster (also depending on players), they are becoming split into popular/unpopular, so we will be continuing to find ways to make it so it will be easy for players that take on these routes later to gather party members.
Also for players that have already cleared these routes, there are already benefits for them to re-do them, such as being able to participate without spending Voidstones and receiving cruor/XP rewards; however, since we feel this isn’t enough, we will be looking into other benefits to participate in fights that have already been completed.
Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback. | |
01-16-2012 04:39 PM | Camate | Community Rep |  |
| Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo (S). This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo (S) in a different area.
Battle adjustments
Quote: My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
That is exactly what our idea for Voidwatch was at the time of first implementation.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items. As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot. | |
01-18-2012 04:34 PM | Camate | Community Rep |  |
| Howdy!
I would like to make an addition to a planned adjustment that was announced earlier.
The issue at hand is the highest priority issue that we would like to address first before we make any other adjustments. There are many other adjustments we would like to make, but if we make too many adjustments at once, the following issues may occur:
The balance is shifted too quickly, possibly making the game worse
It is difficult to see improvement because too many changes are made
An unexpected adverse effect occurs due to the changes overlapping
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
In response to us making adjustments in stages, many of you may feel that we are not making enough adjustments, but we hope you understand that our plan is to continuously make adjustments.
Also, when leaving feedback I would like to ask that you provide detailed opinions with suggestions for improvement, rather than simply stating whether you like or dislike a proposed adjustment. This would be very helpful for us.
Now, I will address some feedback that has been submitted.
Quote: I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content. We understand your concern that players will simply switch to their strongest jobs due to the removal of the necessity to proc weaknesses and we’re carefully planning to address this issue.
In order to avoid content becoming monotonous, an idea we are looking into is not completely separating weakness and loot by increasing the maximum bonus attained through cells and other ascent items. As a result, if there are few players involved, using cells will replace having to proc weakness, and for larger parties, it would be possible to avoid paying the high cost for cells by procing weakness as usual.
We may discover some issues with the above proposal upon our extensive review, but we believe that if we completely separate weakness and loot, it is inevitable that players will lean toward using only their strongest jobs.
In order to allow creative freedom in battle, it is necessary to improve the effects of procing weakness, so that it is more enjoyable to use various tactics to proc weaknesses rather than resorting to using the strongest job available. This is a long term goal for us, so it is not possible to make this change all at once, but we will be taking steps one by one to achieve this goal.
Please let us know what you think. | |
01-23-2012 02:22 PM | Camate | Community Rep |  |
| Greetings!
We will be implementing the below adjustments to Voidwatch during this week’s test server update.
Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo (S) to Beaucedine Glacier.
※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
※The above addition is a provisional change.
We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have. | |
01-26-2012 01:43 AM | Gildrein | Community Rep |  |
| [dev1075] Voidwatch Adjustments
*The following content is in development. Specific details may differ from the release version.
The Jeuno II Voidwatch operation at Fort Karugo-Narugo (S) may also be undertaken at Beaucedine Glacier.
*Beaucedine Glacier will be added as a destination to Atmacite Refiner teleportation menus.
*This is a temporary measure.
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