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[Dev] Voidwatch: Response to Feedback
By Zeyphr 2012-01-12 09:08:45
I still think your work time/effort should be equivilent to the degree of your reward (gear). Of course in todays XI this sort of thinking doesn't apply to the Abyssea/VW era of XI.
As it's been said many times over, drop system in VW is terrible and like someone said earlier, a whm who has no idea what to do, or where the rift is can easily go 1/1 on an item, and someone who plays 10hrs a day + could go 0/300+
But back in the HNM days, someone investing that amount of time WOULD get some gear, regardless if they were being exploited. Less obsessive players had the choice of doing Nyzul Isle, Einjhar, Salvage and even ZNM to obtain somewhat high standard gear that differed them from Elitist's, and noobs.
Both events, HNM and VW are very similar but also very different. The only reason you couldn't go to Fafnir or Tiamat with a group of friends like you did in Abyssea was because hardcore players would be camping the NM @ ridiculous times, and casual players that have flooded the XI playerbase would never be seen doing this. HNM was a timesink, but a very well disguised timesink due to how ls ldr's distributed drops via points usually. Ls members would just see the event as a points gain if they weren't next in line for gear, still thinking there gaining some sort of credit, which they were.
But in VW, the chest @ the end of the fight is the only real leader. Nobody can decide what gear you get, wether you deserve it or not.
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By Bismarck.Elanabelle 2012-01-12 09:23:28
There's never ever going to be a system in FFXI where "only the best" players will be able to "display" the most-exclusive, rarest, most-powerful equipment.
People who are pining for that are simply blindly barking up the wrong tree. If you can't see that, I do feel sorry for you.
I will never understand why FFXI players believe their satisfaction with FFXI should be directly-linked to how flashy one looks while afk'ing in town. I can not think of a more stupid means of evaluating oneself.
Play ... the ... game ... to enjoy it ... for what it is ... with people you enjoy spending time with.
If you're playing so that you can "show-off" things you've acquired, or so that you can be the "first" to acquire something ... you are wasting your life and your time.
Anyways, back to Voidwatch ... the OP here from the Community Rep is pathetic. It basically says "hey, we know you've had some complaints about Voidwatch, but rather than addressing the aspects that you find unacceptable, we've decided to ignore those things, and instead make some other irrelevant adjustments to Voidwatch, and we're going to start testing them out on the test server right away!"
Server: Fenrir
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By Fenrir.Crystenne 2012-01-12 09:50:17
Bismarck.Elanabelle said: »There's never ever going to be a system in FFXI where "only the best" players will be able to "display" the most-exclusive, rarest, most-powerful equipment.
People who are pining for that are simply blindly barking up the wrong tree. If you can't see that, I do feel sorry for you.
I will never understand why FFXI players believe their satisfaction with FFXI should be directly-linked to how flashy one looks while afk'ing in town. I can not think of a more stupid means of evaluating oneself.
Play ... the ... game ... to enjoy it ... for what it is ... with people you enjoy spending time with.
If you're playing so that you can "show-off" things you've acquired, or so that you can be the "first" to acquire something ... you are wasting your life and your time.
Anyways, back to Voidwatch ... the OP here from the Community Rep is pathetic. It basically says "hey, we know you've had some complaints about Voidwatch, but rather than addressing the aspects that you find unacceptable, we've decided to ignore those things, and instead make some other irrelevant adjustments to Voidwatch, and we're going to start testing them out on the test server right away!"
Pretty much the dev team's response to everything since...forever. The official forum is a complete and utter facade.
"We don't need your feedback - You're not playing the way we envisioned we wanted you to, so we're going to make sure you do things our way!"
Phoenix.Ataaboy
Server: Phoenix
Game: FFXI
Posts: 9
By Phoenix.Ataaboy 2012-01-12 09:54:45
HMN camping sucked, windows for HNMs sucked, most Epeen HMNLS had leaders that were blatantly cybering with a Mithra (who then got all the good stuff) only to find out it was a 30 y/o hiry dude, that Taru that was alway mouthing off in the "other" LS sucked, 1-3 year waiting/line for a drop sucked, pick up groups suck, Abyssea sucks, leveling up 10 levels in a day sucks, leveling up 2 levels in 3 months sucks (Hi to pre-Abyssea THFs), Voidwatch drop distribution sucks and the list goes on.
Makes me wonder why we even bother playing sometimes.
As for only competent players only being in HNMLS that simply codswallop, most players have a life outside FFXI and that does not mix well with HNM camping. Good players are there but HNM ELITE WOULD NEVER LOWER THEMSELVES TO SOCIALIZE WITH MERE NORMAL PLAYERS.
So unless you look like 
you can GTFO
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By Fenrir.Leoheart 2012-01-12 09:57:30
Bismarck.Eburo
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By Bismarck.Eburo 2012-01-12 10:01:37
^That actually looks a little like FFXI, in Delkfutt's Tower lol
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By Bahamut.Fistandantilus 2012-01-12 10:02:17
Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-01-12 10:08:49
lol that does look like ffxi in that pic
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By Fenrir.Leoheart 2012-01-12 10:11:05
I have no idea who it is, but a mate o' mine just posted it on our LS's Guildwork page.
And from what I can tell, it looks like a Taru, in either Delkfutt's, Shrine of Ru'avitau or Fei'yin :x
Cerberus.Sevvy
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By Cerberus.Sevvy 2012-01-12 10:12:16
I cant believe all of you are so upset by the response that SE put out regarding VW. How long have we all been playing? We know how things roll with them, they make it as confusing/frustrating as possible. Just sit back and let things so, you know its NOT going to change.
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By Fenrir.Leoheart 2012-01-12 10:14:45
I cant believe all of you are so upset by the response that SE put out regarding VW. How long have we all been playing? We know how things roll with them, they make it as confusing/frustrating as possible. Just sit back and let things so, you know its NOT going to change.
It's because we've been playing so long, actually, that we can tell which direction the game is taking, and with each and every Dev Update ffxi itself is taking a step forward to it's own demise.
Ragnarok.Ashman
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By Ragnarok.Ashman 2012-01-12 10:15:19
Here's my point in action:
You're so upset about HNM that you feel the need to insinuate that anyone who ever was involved had no life and looks like a troll. I could be losing your connotation in the translation of what you posted to understandable english, but I get the impression that you were serious.
I put very little effort into HNMLS. I didn't get outlotted by some skank who was *** the boss (well I did in social LS but that just furthers what I'm saying). I never neglected my personal life in leu of playing a video game. I did have a couple times I felt I put in more than I got out when a shell detonated but I never felt "abused".
Regardless, you're all going to continue to make broad generalizations and repeat someone elses stories about it.
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Phoenix.Ataaboy
Server: Phoenix
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Posts: 9
By Phoenix.Ataaboy 2012-01-12 10:16:14
Quote: I do wish there were more ways to "set yourself apart from other players" but that doesn't necessarily mean that it has to be based on difficulty of obtainment. I still think that regardless of the system that is in place, a majority of people are going to ***. FFXI has been a community of people who cry about anything and everything all the time. Mnk doesn't get updates for years..... *** *** ***. Mnk gets overpowered..... *** *** ***. Abyssea is too easy to get ***. wah wah wah. Voidwatch makes it too hard to get drops. boo *** hoo.
Welcome to ffxi.
My point is that, people always going to moan no matter what, and yes the game has always had flaws. You either deal with it or play something else. Someone suggested a trial type system for VW whereas X amount of trophy's would equal a harness or w/e IMHO this is a good idea as all we're asking for from the Dev's is a light at the end of the tunnel in regards to VW rare drops and not a constant battle against the random number generator.0/1000 kills is simply unacceptable, and incredibly frustrating when one person has gone 3/50.
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Phoenix.Sehachan
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Posts: 13352
By Phoenix.Sehachan 2012-01-12 10:17:41
I've heard people from HNMLS used to eat babies and then feast in the name of the Beast.
Cerberus.Sevvy
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By Cerberus.Sevvy 2012-01-12 10:20:09
I cant believe all of you are so upset by the response that SE put out regarding VW. How long have we all been playing? We know how things roll with them, they make it as confusing/frustrating as possible. Just sit back and let things so, you know its NOT going to change.
It's because we've been playing so long, actually, that we can tell which direction the game is taking, and with each and every Dev Update ffxi itself is taking a step forward to it's own demise.
I'm calling BS on this. While the loot system of VW is inherently flawed, people have had to suffer much worse in the past. I will give you the prime example of Defending Ring. How many of these have you actually seen? VW is something you can spam if you had enough voidstones while in the past you had to wait 3-8 days for KB to pop and still only get a 1% drop from those 3-8 days. The system on getting loot is flawed in Final Fantasy XI, I agree, however to say the game is going to ***is another thing. We have all played with a shitty loot pattern since 2003 and I think we will continue, not much has changed.
(This wasn't meant to be offensive Leohart, its just a point to show that the systems have always been flawed, yet we still play.)
Bismarck.Markas
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By Bismarck.Markas 2012-01-12 10:21:29
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By Fenrir.Leoheart 2012-01-12 10:26:25
lol none taken~
Phoenix.Darkzeru
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By Phoenix.Darkzeru 2012-01-12 10:28:43
^That actually looks a little like FFXI, in Delkfutt's Tower lol ha it sure does
Phoenix.Sehachan
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By Phoenix.Sehachan 2012-01-12 10:35:24
For a moment there I was worried that no one would bring up the issue that FFXI IS DYING!
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By Fenrir.Leoheart 2012-01-12 10:36:08
Have no fear Leo is here? :o
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VIP
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By Siren.Kalilla 2012-01-12 10:40:07
Going to repost because all I got was gredival saying only the best players are allowed to get the best gear:
Question: Why should someone get something over someone else, especially in voidwatch?
Serious question, what qualifies you to get something over someone else. You may know how to use it correctly, but would the increase in your damage be as great as it would be for them? I don't think it would, but that is just guess and speculation.
I've always wondered why people get angry at players who they consider bad unless they have some feelings against them personally, which is a whole different subject. What does anyone else think?
Lakshmi.Byrth
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By Lakshmi.Byrth 2012-01-12 10:42:38
I think that, in a competitive environment, good gear should go to the most skilled players that will put it to the best use.
In a non-competitive environment, it doesn't much matter to me where the gear goes.
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Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-01-12 10:44:54
I just think that doubles shouldn't happen and should be authomatically or manually re-randomed to someone else's chest. If another player has awesome gear and is still terrible nonetheless...sucks to be him.
Bismarck.Markas
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By Bismarck.Markas 2012-01-12 10:45:35
I've heard people from HNMLS used to eat babies and then feast in the name of the Beast.
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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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