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[Dev] Voidwatch: Response to Feedback
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By Siren.Kalilla 2012-01-12 01:30:07
Would like to see some sea's influence on VW personally.
An item from that NM as a possible loot from chests, not super common but a little less, like 1 in an alliance with a 15% chance.
Whoever pops can trade that item and instead of the normal NM a more difficult version or a copy of that NM (two of them) spawns and the rewards would be increased.
I think that would be fun and crazy for some things, as it stands now most of them you can defeat in under 15 minutes.
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By Sylph.Gredival 2012-01-12 01:30:48
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.
I'd argue about half the people who got face-rolled by HNMs are able to get by in Abyssea/VW due to Atma(cite), Temp Items, and other buff crutches.
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By Sylph.Kimble 2012-01-12 01:31:47
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
Time is money and making money is a skill.
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By Cerberus.Tikal 2012-01-12 01:31:56
Valefor.Prothescar said: »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. Really? Why don't you tell me when I made my Ukon, how I made it, and under, specifically, what time constraints it was made? Your short-sighted elitism is showing. I earned it, I appreciate it for the accomplishment it was for me, and I'm taking it to 99. You?
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By Valefor.Prothescar 2012-01-12 01:33:49
So what you're saying is, you likely made it under an incredibly casual setting, which you are assuming a majority of the FFXI playerbase also subscribes to. There is no other explanation as to why it took you 2 months to build a weapon that it takes the most perle warrior you've ever seen a week to finish.
That's very cute and endearing, "I earned it and appreciate it", however that does not change the fact that 2 months is a below average timeframe for the completion of an Empyrean weapon.
The difference between 2 months and 1 week isn't elite vs. non-elite. It's the difference between being dedicated to a goal and "*** it, I'll come back for it later".
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By Sylph.Kimble 2012-01-12 01:34:36
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.
I'd argue about half the people who got face-rolled by HNMs are able to get by in Abyssea/VW due to Atma(cite), Temp Items, and other buff crutches.
It seems to me you have an incredibly high opinion of your self and probably not much better than the people you mock.
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By Sylph.Gredival 2012-01-12 01:39:04
It seems to me you have an incredibly high opinion of your self and probably not much better than the people you mock.
No it's just that I can look around me and see a relatively high amount of the population with full AF3 and a near majority with at least an Empyrean.
Nostalgia glasses aside, there's no way Adaberks were that common, much less relics.
Oh and according to parses, in almost every shout group I've been in I'm at least 5-6% better than the people I mock.
We see Pink Coruscantis and Pink Kannagis. You ever see a Ridill without a Haidate? How about an Amano without a haste setup?
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By Valefor.Prothescar 2012-01-12 01:41:12
I remember when SAM had to work their *** off to get their (second best weapon, but still) Haguns. :C Now you just put aside a few hours for a week or two and have a Masamune, or a few hours for a couple of days and have a Keito no tachi.
Lakshmi.Byrth
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By Lakshmi.Byrth 2012-01-12 01:41:44
Screw all of this ***. What I really want from voidwatch is random AF3 seals in my chest. That would make my day, SE.
DO IT. I DARE YOU!
MAKE. MY. DAY.
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By Sylph.Kimble 2012-01-12 01:42:26
Valefor.Prothescar said: »I remember when SAM had to work their *** off to get their (second best weapon, but still) Haguns. :C Now you just put aside a few hours for a week or two and have a Masamune, or a few hours for a couple of days and have a Keito no tachi.
Im hoping the hagun comment was sarcasm, lol.
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By Valefor.Prothescar 2012-01-12 01:42:35
I've news for you brosef, your dreams have come true. I got about 7 seals that I don't need at all from some Hahava and Voidwrought runs earlier. :D\
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By Siren.Kalilla 2012-01-12 01:42:56
He did a :C face, so I assumed it was.
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By Asura.Ludoggy 2012-01-12 01:44:43
You ever see a Ridill without a Haidate? How about an Amano without a haste setup? Yes.
Plenty of times.
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By Sylph.Gredival 2012-01-12 01:45:20
Was doing a Pil run while posting. I still managed to outparse this Masamune by 6% while I spent the majority of the run alt-tabbed posting here.
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By Valefor.Prothescar 2012-01-12 01:47:00
While the original post was somewhat sarcastic, I am now intrigued. Since when was getting a Hagun easy? Gil wasn't always flowing from every orifice.
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By Sylph.Kimble 2012-01-12 01:47:08
Yeah, ive seen lots of people like that, lol. Not everyone that had "rare" gear was smart, good players. Sorry to burst your bubble.
Also, parse on VW doesnt really impress me when its skewed based on who has to proc what.
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By Cerberus.Tikal 2012-01-12 01:47:31
Valefor.Prothescar said: »So what you're saying is, you likely made it under an incredibly casual setting, which you are assuming a majority of the FFXI playerbase also subscribes to. There is no other explanation as to why it took you 2 months to build a weapon that it takes the most perle warrior you've ever seen a week to finish.
That's very cute and endearing, "I earned it and appreciate it", however that does not change the fact that 2 months is a below average timeframe for the completion of an Empyrean weapon.
The difference between 2 months and 1 week isn't elite vs. non-elite. It's the difference between being dedicated to a goal and "*** it, I'll come back for it later". So 1 week was the average time frame to get an Emp right after 90 cap was released? Wow, it must only take hours these days. I lived in Tahrongi for that time. Probably one of the most stressful things I've done. My Mandau wasn't even that bad as far as stress goes.
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By Latifah 2012-01-12 01:47:48
just got my heka 1/17 , (with cells)
i guess it's my lucky day, herald gaiters drop, full sandworm drop, and now this, on top of that i just got a toci like 2 days ago
voidwatch it's so random lol
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By Siren.Kalilla 2012-01-12 01:48:20
Valefor.Prothescar said: »Valefor.Prothescar said: »I remember when SAM had to work their *** off to get their (second best weapon, but still) Haguns. :C Now you just put aside a few hours for a week or two and have a Masamune, or a few hours for a couple of days and have a Keito no tachi.
Im hoping the hagun comment was sarcasm, lol. Apologies, I forgot that 15m+ was always so easy to come by. Valefor.Prothescar said: »While the original post was somewhat sarcastic, I am now intrigued. Since when was getting a Hagun easy? Gil wasn't always flowing from every orifice. The fight wasn't difficult at all, even w/o cheating which most of those sellers with a fresh Hagun were.
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By Siren.Kalilla 2012-01-12 01:49:00
Noooo, Latifah post that somewhere else ; ;
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By Sylph.Gredival 2012-01-12 01:49:33
So 1 week was the average time frame to get an Emp right after 90 cap was released? Wow, it must only take hours these days. I lived in Tahrongi for that time. Probably one of the most stressful things I've done. My Mandau wasn't even that bad as far as stress goes.
Very first Masamune and Caladbolg in my LS, both done shortly after the 85 stage with WS were released and it was confirmed that the new WS's were worthwhile, were both finished within four days together.
Well not finished. We had the Lanterns and Gems.
Also, parse on VW doesnt really impress me when its skewed based on who has to proc what.
It's not the fact I won, it's the fact I won while spending more time posting here.
That's how stupid this content is. Put on your buffs, use invincibility drink and spam WS. Don't have to pay attention past that.
Whatever you thought of 75 content in an absolute perspective, relatively there is no way Voidwatch isn't easier.
Yeah, ive seen lots of people like that, lol. Not everyone that had "rare" gear was smart, good players. Sorry to burst your bubble.
And I already stated it wasn't perfect, but the correlation between skill and gear was relatively much stronger in 75 than today. Because today's content gives every retard all the crutches necessary to succeed.
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By Valefor.Prothescar 2012-01-12 01:49:38
Valefor.Prothescar said: »So what you're saying is, you likely made it under an incredibly casual setting, which you are assuming a majority of the FFXI playerbase also subscribes to. There is no other explanation as to why it took you 2 months to build a weapon that it takes the most perle warrior you've ever seen a week to finish.
That's very cute and endearing, "I earned it and appreciate it", however that does not change the fact that 2 months is a below average timeframe for the completion of an Empyrean weapon.
The difference between 2 months and 1 week isn't elite vs. non-elite. It's the difference between being dedicated to a goal and "*** it, I'll come back for it later". So 1 week was the average time frame to get an Emp right after 90 cap was released? Wow, it must only take hours these days. I lived in Tahrongi for that time. Probably one of the most stressful things I've done. My Mandau wasn't even that bad as far as stress goes.
Depends, if you play for 12~18 hours a day like a trog you can probably finish a Tahrongi/Attohwa branch weapon in 3 or 4 days based on how many people you have to hold KIs for you to expedite the process.
At 90 cap, I'd say a week and a half to two weeks would be an adequate assessment of time it should have taken to build an emp, if that, if working only a couple hours a day.
The only difference between 90 and 99 for empyrean weapons is the amount of people you have to coerce into helping you.
2 months for an empyrean weapon is not a decent amount of time.
Valefor.Prothescar said: »Valefor.Prothescar said: »I remember when SAM had to work their *** off to get their (second best weapon, but still) Haguns. :C Now you just put aside a few hours for a week or two and have a Masamune, or a few hours for a couple of days and have a Keito no tachi.
Im hoping the hagun comment was sarcasm, lol. Apologies, I forgot that 15m+ was always so easy to come by. Valefor.Prothescar said: »While the original post was somewhat sarcastic, I am now intrigued. Since when was getting a Hagun easy? Gil wasn't always flowing from every orifice. The fight wasn't difficult at all, even w/o cheating which most of those sellers with a fresh Hagun were.
I solo'd Sheep in Antlion's Clothing on DRG every possible time I could and never saw a Hagun until I'd farmed enough gil to buy it.
Edit: And with that amazing bevy of elementary typos, I think it's time to go to bed.
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By Siren.Kalilla 2012-01-12 01:54:47
Valefor.Prothescar said: »I solo'd Sheep in Antlion's Clothing on DRG every possible time I could and never saw a Hagun until I'd farmed enough gil to buy it. It's about the same as voidwatch really except sharing the drops. I've only seen 1 personally but there was a possible 2 drops from it.
Just all about how lucky you can get sometimes in this game. If I was a SAM back then though I would have done the free fights daily until I finally struck gold instead of spending the gil on it.
That's easier said than done of course, and if your luck was bad enough I wouldn't have blamed you for buying it.
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By Valefor.Prothescar 2012-01-12 01:56:23
You'd still be doing that fight every day for a decent amount of time before you got the drop for yourself. If you were soloing that fight on SAM, it would have required preparation and a rather high level of gear and skill to accomplish. If working in a duo or trio, you'd be dealing with splitting the drops.
Even soloing on DRG was a bit of a chore, and I can count on one hand the number of DRG soloists I knew back then that were worth a ***.
...
...wouldn't have*
... :) <3
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By Siren.Kalilla 2012-01-12 01:59:17
Eh, lol
Unless you had a close friend who would come help you clear the fight while letting you keep the GK if it dropped.
Also that fight dropped the cloth for blessed gear, which was pretty pricey back then even well after hagun's glory died off up to the point where you could get it from abyssea.
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By Siren.Kalilla 2012-01-12 02:00:18
I said of twice, so it balances out.
lol
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By Sylph.Kimble 2012-01-12 02:00:24
It's not the fact I won, it's the fact I won while spending more time posting here.
That's how stupid this content is. Put on your buffs, use invincibility drink and spam WS. Don't have to pay attention past that.
Whatever you thought of 75 content in an absolute perspective, relatively there is no way Voidwatch isn't easier.
Shounds like you just explained most content at 75.
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By Valefor.Prothescar 2012-01-12 02:01:20
Meh, think the most I ever got for Galateia was 2 or 300k. :C But it was a decent consolation prize. Cloud Evokers were worth a couple hundred k too if you knew who to sell to, but they were so rare.
Speaking of, think I have a Monarch's Orb laying around somewhere. Should try to go kill him for some free money since cashmere is still decent.
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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