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[Dev] Voidwatch: Response to Feedback
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-12 00:58:45
Valefor.Prothescar said: »One week to get a stupid powerful set of armor, one week to get a stupid powerful weapon, one week to mop up and get miscellaneous drops such as Epona's Ring and Zelus Tiara. Abyssea. Took me one month, two months, and a lot longer than that to "mop up" for all my jobs. And sorry to disappoint, but I'm also not below average.
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2012-01-12 00:58:52
You should invest some time responding to that wall of text I dumped on you previously. But I'll humor you and prove you wrong once again.
Your reply was totally missing my point, but since you want reply, I'll reply regardless.
1.I don't agree with "being useful enough in LS = good player"(if that's what you mean, I assume it is.)
For example, A player is the best PUP player on this server, has all the best gears, usu, mythic w/e. B player is just an AH BRD in NQ earth staff.
If one LS is full of relic DD/PLDs and bunch of healers, but no BRD, and desperately trying to recruit a BRD, then an AH BRD will be able to make it into LS but not the pimp PUP. And in fact, an AH BRD will provide more value to the LS than pimp career PUP.
But does that make the AH BRD better player than PUP? No.
In order to be "useful enough in LS", you gonna play jobs you don't like sometimes, that may be jobs you have no talent to play well. I don't think ppl who forced to play jobs they're not good at deserves gear more than ppl who play job they have talent with and play to it's fullest potential. I don't think that AH BRD(who leveled BRD just so that he can get into LS) deserves gear more than career PUP, just like how you think pink DNC doesn't deserve Qilin dagger.
2. When I mentioned lowman, I mean do dyna xarc with 6 ppl at 75, do Yilbegan with 7 ppl, or do limbus/boss with 4 ppl and so on, has nothing to do with Abyssea.
3. I generally agree with what you said about tanking/MP management and so on, but it has something to do with how game mechanics no longer works at this lv, has nothing to do with HNM system.
4. Maybe he just doesn't care about DNC(not everyone care about all jobs they have just saying, some play just for fun), or maybe his DNC just ding 95 10 mins ago and haven't start grinding gear yet. It's not even a big deal. He's doing Campaign, which is not a group event, and won't affect others if he's in pink, so what's the big deal? If he show up in pink DNC in Qilin maybe it's a big deal because it's affecting everyone and pt efficency, but campaign, who cares.
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By Siren.Kalilla 2012-01-12 01:00:05
abyssea also wasnt end game content. Which is why I had no problem with it being the way it was.
I like the VW system, but not having an actual goal you can plan for is way to messed up.
Once people get it out of their head that abyssea was not end game content, the sooner they will get over "how easy gear was to get"
Infact, they really did them self in more by making abyssea gear as good as it was, and then making 95-99 gear barely better then it. When everyone is doing the same event, it isn't considered end-game content.
That includes voidwatch.
There won't be end game content for many years, and the reason is because when the level cap got raised the separation of players were suddenly put back together making everyone the same.
There is no difference between Abyssea and Voidwatch except abyssea gave handouts and voidwatch balanced that out.
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By Sylph.Gredival 2012-01-12 01:00:17
Most content could be done with 6 people. Guess what? I still see people *** up and wipe in abyssea. Go check out BG random fail thread and see how many people still wipe and lose NMs.
And yea, this.
Only challenging content at 75 cap was AV/PW. PW we made zombie methods to beat and AV was never even remotely close to a decent reliable win. (both of course being before Alexander was released)
One might point out at this time that a lot of older content was doable by lowman groups before Abyssea came around and that this is evidence that Abyssea is no less challenging. However when Kings/Wyrms/Kirin/Limbus/Dynamis were first released there was no way any of that content was doable with groups under 8 people respective to their time. Fafnir was hard back in the day because we tanked it with completely different gear (Adaman Paladins with Earth Staves). There was a reason we slept Fafnir: it was intense to heal that fight with Paladins eating so much damage and the wings constantly *** up your alliance. Low-manning became possible because of innovations in FFXI tactics (tanking with PLD/NIN and NIN/DRK and eventually RDM/NIN), changes in game mechanics (2H forumlas, Hasso), and increases in player capabilities (merits and gear). Moreover while top shells could do Fafhogg, KB, Aspid, Tiamat, Ixion, and Lambton with 6-10, a group of average players could probably not accomplish this. This goes back to my first point about norms. Everyone lowmans in Abyssea, not everyone could lowman older content.
As newer World Spawns were released, they were scaled up respective to the playerbase. It would be unreasonable to gauge the difficulty of 75 content in general based on the oldest 75 content released prior to CoP. Regardless though, I would readily assert even basic HNM content was harder than the vast majority of Abyssea content.
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By Valefor.Prothescar 2012-01-12 01:03:10
Valefor.Prothescar said: »One week to get a stupid powerful set of armor, one week to get a stupid powerful weapon, one week to mop up and get miscellaneous drops such as Epona's Ring and Zelus Tiara. Abyssea. Took me one month, two months, and a lot longer than that to "mop up" for all my jobs. And sorry to disappoint, but I'm also not below average.
If it took you two months to make an empyrean, then I'm sorry to disappoint you, but you're rather below average.
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By Sylph.Gredival 2012-01-12 01:03:21
abyssea also wasnt end game content. Which is why I had no problem with it being the way it was.
I like the VW system, but not having an actual goal you can plan for is way to messed up.
Once people get in their head that abyssea was not end game content, the sooner they will get over "how easy gear was to get"
Infact, they really did them self in more by making abyssea gear as good as it was, and then making 95-99 gear barely better then it.
It was the only form of content for more than a year, and gave the best gear available in the game.
How much more "end game" can you get?
Lakshmi.Zaps
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By Lakshmi.Zaps 2012-01-12 01:04:16
random observation. Events that the community deemed to be "successful" never had the same heated debates surrounding them that voidwatch has now.
unless its just really late and i am forgetting something obvious I agree, but only because most players are spoiled and are use to handouts which was the whole point of abyssea. Spend a few minutes killing something and get a great piece of equipment. Spend a few days-weeks killing some monsters and get the best weapon in your class. Abyssea was nothing but a handout.
Voidwatch is the complete opposite, and players wanting a handout are furious.
I agree, i actually dont have a problem with the droperate, but as it stands, i have no reason to do this events as a linkshell. When the only HQ drop a shell has seen has gone to a mule that cant use it after weeks of climbing the tiers people tend to loose hope. If that HQ drop had been able to be passed to someone who can use it, then maybe (in my shells eyes) abyssea wouldnt be a useless event.
maybe i'm just the only person that has a shell that treats everyone like a group of really good friends instead of using each other like tools.
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Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:04:57
abyssea also wasnt end game content. Which is why I had no problem with it being the way it was.
I like the VW system, but not having an actual goal you can plan for is way to messed up.
Once people get it out of their head that abyssea was not end game content, the sooner they will get over "how easy gear was to get"
Infact, they really did them self in more by making abyssea gear as good as it was, and then making 95-99 gear barely better then it. When everyone is doing the same event, it isn't considered end-game content.
That includes voidwatch.
There won't be end game content for many years, and the reason is because when the level cap got raised the separation of players were suddenly put back together making everyone the same.
There is no difference between Abyssea and Voidwatch except abyssea gave handouts and voidwatch balanced that out.
Lol, yeah, cause as soon as I walked into abyssea, i was handed everything I want. I totally didnt do any work for it.
The loot system in VW is HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE and is way more messed up then the abyssea system.
If anything, they should have made more Salvage type content. Very good gear, that you can do with a small number of people, that if you work at it, everyone gets what they want and is still enjoyable to do while working on it.
Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:05:56
abyssea also wasnt end game content. Which is why I had no problem with it being the way it was.
I like the VW system, but not having an actual goal you can plan for is way to messed up.
Once people get in their head that abyssea was not end game content, the sooner they will get over "how easy gear was to get"
Infact, they really did them self in more by making abyssea gear as good as it was, and then making 95-99 gear barely better then it.
It was the only form of content for more than a year, and gave the best gear available in the game.
How much more "end game" can you get?
It wasn't "end game" because we werent at 99 yet which means we weren't "at the end of the game"
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By Siren.Kalilla 2012-01-12 01:07:51
Just because players create their own way to take down the AV/PW monsters doesn't mean that is how it is meant to be done.
Even though we don't know how the hell you're even suppose to kill AV still.
SE set the bar too high for an appropriate amount of players to succeed. Only when you knew exactly what to do could you do it like how we fight tiamat or vrtra or fafnir. Once you know how to do something the difficulty goes way down. I personally think AV and PW were failures because of where SE set the bar, and when PW came out it was a mess including that 18 hour fight or w/e it was that got in the news.
Players just didn't know how to do the fights properly, and created strategies that were nothing more than exploits to get the job done.
Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:09:20
Just because players create their own way to take down the AV/PW monsters doesn't mean that is how it is meant to be done.
Even though we don't know how the hell you're even suppose to kill AV still.
SE set the bar too high for an appropriate amount of players to succeed. Only when you knew exactly what to do could you do it like how we fight tiamat or vrtra or fafnir. Once you know how to do something the difficulty goes way down. I personally think AV and PW were failures because of where SE set the bar, and when PW came out it was a mess including that 18 hour fight or w/e it was that got in the news.
Players just didn't know how to do the fights properly, and created strategies that were nothing more than exploits to get the job done.
SE didn't really help that by giving you no clue or idea on how the "proper" way to fight those mobs were. Hell, they STILL havent gave any clue on the "proper" way to beat AV.
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By Siren.Kalilla 2012-01-12 01:10:27
Lol, yeah, cause as soon as I walked into abyssea, i was handed everything I want. I totally didnt do any work for it.
The loot system in VW is HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE and is way more messed up then the abyssea system.
If anything, they should have made more Salvage type content. Very good gear, that you can do with a small number of people, that if you work at it, everyone gets what they want and is still enjoyable to do while working on it. I'm all for a point system.
I'm against people putting drops in the treasure pool.
I'm for the system checking to see if you have that item already, and if you do then it re-randomizes and goes to someone else that doesn't have it.
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By Valefor.Prothescar 2012-01-12 01:10:46
Sure they do, it just isn't quite as convenient as PD zerging the ***down in under a minute.
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Lakshmi.Greggles
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By Lakshmi.Greggles 2012-01-12 01:11:22
random observation. Events that the community deemed to be "successful" never had the same heated debates surrounding them that voidwatch has now.
unless its just really late and i am forgetting something obvious I agree, but only because most players are spoiled and are use to handouts which was the whole point of abyssea. Spend a few minutes killing something and get a great piece of equipment. Spend a few days-weeks killing some monsters and get the best weapon in your class. Abyssea was nothing but a handout.
Voidwatch is the complete opposite, and players wanting a handout are furious.
I'm going to have to disagree somewhat. It's not like Abyssea was -always- stupid easy. I also don't think that SE realized the profound effect that letting players use 2-3 atmas would have on monsters there. I remember SE saying that Abyssea had its failing and that they made it incredibly hard to balance, but I couldn't give you the source for that.
Remember trying to kill Glavoid at 80? Do you guys remember how angry people were when they found out that you needed 50 glavoid shells to get an 80 empyrean? "What, you need to kill 25-50 of these NMs, which take a full alliance for only one person!?"
Of course there was progression, and it just went too far. But you also have to remember that content in Abysseas were designed to be challenging for characters of the max level cap when the Abyssea was released. So, 80 for Visions, 85 for Scars, 90 for Heroes. We're 99 now, of course it's going to be easy and feel like a hand out.
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By Siren.Kalilla 2012-01-12 01:11:31
Just because players create their own way to take down the AV/PW monsters doesn't mean that is how it is meant to be done.
Even though we don't know how the hell you're even suppose to kill AV still.
SE set the bar too high for an appropriate amount of players to succeed. Only when you knew exactly what to do could you do it like how we fight tiamat or vrtra or fafnir. Once you know how to do something the difficulty goes way down. I personally think AV and PW were failures because of where SE set the bar, and when PW came out it was a mess including that 18 hour fight or w/e it was that got in the news.
Players just didn't know how to do the fights properly, and created strategies that were nothing more than exploits to get the job done.
SE didn't really help that by giving you no clue or idea on how the "proper" way to fight those mobs were. Hell, they STILL havent gave any clue on the "proper" way to beat AV. lol, I think they are holding out to the 25th anniversary event.
If not then then eventually, no one really needs anything from AV anymore.
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By Sylph.Gredival 2012-01-12 01:12:19
1.I don't agree with "being useful enough in LS = good player"(if that's what you mean, I assume it is.)
For example, A player is the best PUP player on this server, has all the best gears, usu, mythic w/e. B player is just an AH BRD in NQ earth staff.
If one LS is full of relic DD/PLDs and bunch of healers, but no BRD, and desperately trying to recruit a BRD, then an AH BRD will be able to make it into LS but not the pimp PUP. And in fact, an AH BRD will provide more value to the LS than pimp career PUP.
But does that make the AH BRD better player than PUP? No.
1. lolPUP
2. If you are truly a decent player worth your salt, it is entirely reasonable to presume some end game LS out there will take you. Especially if you are a good player, most LS will take quality into account and specifically recruit you even if open recruitment is closed.
3. Make an LS. God forbid you have to commit to a group past the duration of a shout and fight?
Quote: In order to be "useful enough in LS", you gonna play jobs you don't like sometimes, that may be jobs you have no talent to play well. I don't think ppl who forced to play jobs they're not good at deserves gear more than ppl who play job they have talent with and play to it's fullest potential. I don't think that AH BRD(who leveled BRD just so that he can get into LS) deserves gear more than career PUP, just like how you think pink DNC doesn't deserve Qilin dagger.
They deserve gear for their adaptability and willingness to put their desire to stab to the side so their LS can succeed. I presume they have to have sufficient skill in being able to play multiple jobs to an HNMLS-caliber. Generally if you are worthless on a job, an HNMLS doesn't have you play on it. Should you turn out to be worthless to the LS in virtue of that, you tend to get kicked.
Quote: When I mentioned lowman, I mean do dyna xarc with 6 ppl at 75, do Yilbegan with 7 ppl, or do limbus/boss with 4 ppl and so on, has nothing to do with Abyssea.
And I've already gone to a great extent to point out that such feats are not demonstrations of skill. But since you admit that it has nothing to do with Abyssea, it only proves my point that post-75 content had no skill barrier.
Quote: I generally agree with what you said about tanking/MP management and so on, but it has something to do with how game mechanics no longer works at this lv, has nothing to do with HNM system.
It has everything to do with changes they made to the game as they progressed from 75, i.e. the desire to make content more accessible both in skill entry and fight entry.
Quote: Maybe he just doesn't care about DNC(not everyone care about all jobs they have just saying, some play just for fun), or maybe his DNC just ding 95 10 mins ago and haven't start grinding gear yet. It's not even a big deal. He's doing Campaign, which is not a group event, and won't affect others if he's in pink, so what's the big deal? If he show up in pink DNC in Qilin maybe it's a big deal because it's affecting everyone and pt efficency, but campaign, who cares.
My whole point is that the system is HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE because someone like that shouldn't get a Coruscanti.
The better system would be the dagger being in pool so it could be distributed to the most deserving of the group who could actually use the item (which in this scenario would be an LS deciding who to reward with the dagger)
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By Siren.Kalilla 2012-01-12 01:12:24
Valefor.Prothescar said: »Sure they do, it just isn't quite as convenient as PD zerging the ***down in under a minute. PD should be removed from the game completely...
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Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:13:53
Why? Zerging is still a strat.
Bahamut.Serj
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By Bahamut.Serj 2012-01-12 01:14:11
Lock Benediction.
Have Aegis pld hold AV and cap hate while other people come in to poke it to death.
Some people in range of meteor? Looks like they're all dead!
Hopefully don't run out of time.
Etc.
Granted, this wouldn't have worked at 75 cap because they didn't make Aegis break MDT cap.
So, that said, how would you have beaten him at 75 cap? Once you get him to 40% his meteors would just one shot your alliance.
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By Siren.Kalilla 2012-01-12 01:14:57
I hate zerging personally, but that's obviously just my opinion and know the majority of players love it.
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By Valefor.Prothescar 2012-01-12 01:15:47
Nuking according to day to cut his regen and timing 2hrs to lock his 2hrs have been known methods of dealing with two of AV's most troublesome aspects for a while. Gear advancements have made it easier to deal with the rest, though I'm still unsure how they expected us to deal with bracelets and chainspell Meteor at 75.
Bahamut.Serj
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By Bahamut.Serj 2012-01-12 01:16:56
Valefor.Prothescar said: »Nuking according to day to cut his regen and timing 2hrs to lock his 2hrs have been known methods of dealing with two of AV's most troublesome aspects for a while. Gear advancements have made it easier to deal with the rest, though I'm still unsure how they expected us to deal with bracelets and chainspell Meteor at 75.
The one part that SE doesn't show you in the video!
Probably pet burn it XD
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By Siren.Kalilla 2012-01-12 01:17:04
Valefor.Prothescar said: »Nuking according to day to cut his regen and timing 2hrs to lock his 2hrs have been known methods of dealing with two of AV's most troublesome aspects for a while. Gear advancements have made it easier to deal with the rest, though I'm still unsure how they expected us to deal with bracelets and chainspell Meteor at 75. Invite the whole server to fight with you when you get that 1% chance of AV spawning.
@.@
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By Sylph.Gredival 2012-01-12 01:18:48
Why? Zerging is still a strat.
It's a strat that removes skill barriers by removing many elements of play.
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By Siren.Kalilla 2012-01-12 01:21:07
Why? Zerging is still a strat.
It's a strat that removes skill barriers by removing many elements of play. I wouldn't say that.
It just promotes an unbalanced party setup and strategy in favor of overpowering the monsters stats and abilities. Really dedicated melee that zerg perfected their techniques and equipment for just doing that.
I just think it's unbalanced and like the more traditional party setup myself.
[+]
Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:23:36
Why? Zerging is still a strat.
It's a strat that removes skill barriers by removing many elements of play.
Ironic since your ls name is iZerg.
Setting up the ally, rotating bards, having the gear and weapons to be able to do it, etc. is still a skill.
Bahamut.Serj
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By Bahamut.Serj 2012-01-12 01:23:44
Why? Zerging is still a strat.
It's a strat that removes skill barriers by removing many elements of play.
Ok. Random rant.
HNMs didn't have a skill barrier in the way you use that. It had a massive time/ls constraint that made it inaccessible to most players.
You can't say HNMs were great because of a skill barrier. The same people who got face-rolled by HNMs are the same people who die in abyssea and can't complete VW.
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By Asura.Ludoggy 2012-01-12 01:27:55
Ok. Random rant.
HNMs didn't have a skill barrier in the way you use that. It had a massive time/ls constraint that made it inaccessible to most players.
You can't say HNMs were great because of a skill barrier. The same people who got face-rolled by HNMs are the same people who die in abyssea and can't complete VW. Seems like a pattern... If you sucked at 75 you probably arent good now...if you were good at 75, you are probably good now.
Sylph.Kimble
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By Sylph.Kimble 2012-01-12 01:29:25
Ok. Random rant.
HNMs didn't have a skill barrier in the way you use that. It had a massive time/ls constraint that made it inaccessible to most players.
You can't say HNMs were great because of a skill barrier. The same people who got face-rolled by HNMs are the same people who die in abyssea and can't complete VW. Seems like a pattern... If you sucked at 75 you probably arent good now...if you were good at 75, you are probably good now.
Pretty much. Just like if you are a bad player, you will problem suck at your job no matter how you got it to 75 (99).
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By Sylph.Gredival 2012-01-12 01:29:33
Why? Zerging is still a strat.
It's a strat that removes skill barriers by removing many elements of play. I wouldn't say that.
It just promotes an unbalanced party setup and strategy in favor of overpowering the monsters stats and abilities. Really dedicated melee that zerg perfected their techniques and equipment for just doing that.
I just think it's unbalanced and like the more traditional party setup myself.
It's an innately less complicated strategy that requires much less skill. It's the exact reason why Voidwatch is HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE, only temp items make every melee good in Zerg not just well geared melees
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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