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[Dev] Voidwatch: Response to Feedback
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By Siren.Kalilla 2012-01-12 10:46:33
Would the difference in their damage, or w/e, be greater than if it went to someone that was geared poorly?
I'm not talking about how much they do, but rather how much it would help them.
I think that players get too upset over poorly geared players getting something over them when they themselves have dedicated a lot of work to gear appropriately.
But if you got that piece of gear, chances are the stat increase from what you previously had isn't as great as it would of been if the poorly geared player got it instead. So wouldn't they benefit more from it?
I'm not trying to say that poorly geared players should always get good gear, just asking a general question about why people get upset over poorly geared players getting something.
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By Lakshmi.Sparthosx 2012-01-12 10:47:25
What has this thread become overnight lol...
Anywho, the idea that a large shell was an indicator of skills or expertise is a complete joke and this comes from a person who co-ran day to day operations in one of those giant shells that people love to pass judgement on. If there is an event you can think of, I have beaten it or led a group of people through it when it was relatively new.
(The sole exception would be PW which took a while to build and for leaders to OK attempting and AV which I didn't beat till 80 cap)
Yet from my experiences as a leader in this sort of shell I arrived at a far different conclusion from Gredival over my years of experience and that's that XI needed to start catering to casual players instead of being what it was for far too long - a place where people exploited tools and people for a small drippings of loot. There was very little skill and simply an arms race of how many people you could bring to a zone to "camp" an HNM for loot. Sandworm? DI? Kings? World Pops? All tests of claims rather than skill. A and B teams existed in every HNMLS and it was easy to tell who was fluff and who actually had an idea of how to play.
(I will admit though that Lambton Worm was pretty challenging the first and second time we came across him.)
So much "playing" FFXI amounted to alot of AFKtime. It was bad PvP at best, an insidious plot on behalf of the devs to keep people occupied from the lack of content at worse. Anyone recall all the content that never got a fair shake because SE felt to keep Kings on top? Too many to list really.
I daresay that the Moblin Maze Mongers NMs were harder than Kings and were a better test of skill.
Why cater to casuals? Because that allows a game more resources to grow and expand. Part of what killed XI is that everything was so damn over the top that only the tiny fraction of people remained. If Abyssea had continued scaled back with regards to Atmas, you'd have people who got a challenge, casuals who felt they were getting enough instant gratification to resub or continue subbing, hardcores who could have their 'challenge' (grind) and an overall better game due to SE getting more revenue to reinvest.
Instead what we get is voidwatch, a system where all segments of players get equally screwed with logs and ore. If they're running the games on bare bones so bad just add a list of items redeemable with Voidwatch points and update it come patch time already.
Voidwatch:
Glowing H2H, GAXE, Gun, Staff, Polearm - Lots 'o points
(Badass set comes in plate, leather, cloth and has set bonus)
Badass Gauntlets - Lots 'o points
Badass Cuirass - Lots 'o points
Badass Helmet - Lots 'o points
Existing Glowing weaponry (Coruscanti, Borelis) - Lots 'o points
Monster's HQ drop (Toci's, Jingyang Gswd etc) - Lots 'o points
Monster's NQ drops (Langelik, Moiras Molar etc) - Moderate points
Riftcinder/dross - Moderate points
Augmented Weapons (Dominion style) - Moderate points
Augmented Armor (Dominion style) - Moderate points
Heavy Metal Pouches - Moderate points
Heavy Metal / Riftsand / Silver Mirrors - Low points
Walk of Echoes:
Glowing Katana, Bow, Club, Scythe, Axe - Lots 'o points
Badass Cuisses - Lots 'o points
Badass Leggings - Lots 'o points
NQ Versions of Glowing equips - Moderate Points
Chamber drops (Forban Cape, Nomkampha Mitts) - Moderate points
Liminal Residue, Devious Dice - Low points
And that solves VWNM and WoE in short.
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By Siren.Kalilla 2012-01-12 10:48:00
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. Agreed, it should not be a possible loot item from chests if you have it already.
If the game truly shares the loot and say the body dropped and the game decided which chest got it, then the game also consider who already doesn't have that item.
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By Siren.Kalilla 2012-01-12 10:56:59
Lakshmi.Sparthosx said: »Instead what we get is voidwatch, a system where all segments of players get equally screwed with logs and ore. If they're running the games on bare bones so bad just add a list of items redeemable with Voidwatch points and update it come patch time already. The main complaint I've read from this topic is people go 0/300+ while some random gets the rare drop.
Feelings aside, and from a statistical standpoint, if people are getting the drops as much as people are claiming that randoms get it over them, then the system is working.
Why? Because in HNM days casual players had no chance to get the rare gear unless they joined them and started using a bot. In voidwatch anyone can get the rare item, and that is more fair than a handful of people who are willing to cheat 24/7 or have a mountain of gil to give for that 1 sword.
VW does not cater well to the people who put in long hours and spam the NM to get what they want, it caters to everyone and gives them a fair shot.
When it drops, if you have a full alliance of 18 then your chances are 1/18.
For all we know, the rare item might only drop 1-2 times in a single fight and then randomized who gets it. If that were true, then logically the best solution would be to get it at 1%, then have the person who needs it use temp items to hold it while everyone else runs out of range and the person left to gain the rare item kills it.
That more likely is false, but we just don't know how the system works.
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By Phoenix.Neosutra 2012-01-12 11:02:54
Fair shot? No.
VW caters to the idea that working towards something shouldn't net you rewards. Rather random number generators should net you rewards.
There is nothing good about the VW drop system, and casuals SHOULDN'T be getting the elite drops with minimal effort while elite/dedicated players spend 100 times the effort and come up empty.
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By Siren.Kalilla 2012-01-12 11:06:05
Fair shot? No.
VW caters to the idea that working towards something shouldn't net you rewards. Rather random number generators should net you rewards.
There is nothing good about the VW drop system, and casuals SHOULDN'T be getting the elite drops with minimal effort while elite/dedicated players spend 100 times the effort and come up empty. But VW is just a lottery and nothing more lol. That's what it has been since day 1.
It is the same reason they made HNM's poppable, to allow a normal player the same chance as a hard working dedicated player who would be willing to monopolize the NM if they could, but cant.
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By Fenrir.Leoheart 2012-01-12 11:18:12
Essentially, all it comes down to in the end is this:
You get something, or you don't.
It's like that whatever way you look at it.
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By Lakshmi.Sparthosx 2012-01-12 11:19:51
The main complaint I've read from this topic is people go 0/300+ while some random gets the rare drop.
Feelings aside, and from a statistical standpoint, if people are getting the drops as much as people are claiming that randoms get it over them, then the system is working.
Why? Because in HNM days casual players had no chance to get the rare gear unless they joined them and started using a bot. In voidwatch anyone can get the rare item, and that is more fair than a handful of people who are willing to cheat 24/7 or have a mountain of gil to give for that 1 sword.
VW does not cater well to the people who put in long hours and spam the NM to get what they want, it caters to everyone and gives them a fair shot.
When it drops, if you have a full alliance of 18 then your chances are 1/18.
For all we know, the rare item might only drop 1-2 times in a single fight and then randomized who gets it. If that were true, then logically the best solution would be to get it at 1%, then have the person who needs it use temp items to hold it while everyone else runs out of range and the person left to gain the rare item kills it.
That more likely is false, but we just don't know how the system works.
Except your response precisely describes why the system is rubbish.
Casual players by nature do not have much time to play and thus ideally want to see progress every time they log in be that however short it may be. Under the current system you can do 2-3hrs of voidwatch a day for a week and have gone nowhere or gotten drops all because of a dice roll.
Casual players also are known for not putting too much dedication into a system so after seeing no drops after say... kill #25 they'll be more likely to hang up the game, cancel sub and move on to greener pastures. To a casual the game isn't worth grinding if you aren't assured some form of reward for the effort put in. This is revenue walking out of the door because of a lack of SE responsiveness to player feedback.
Keep in mind that many of today's casuals could have been yesterdays hardcore players and people simply may not have the time to play XI as much as they used to. People like goals yet Voidwatch promotes no such thing, it merely instructs you to repeat until you finally get that drop be that in 5 or 500 kills.
HNMs had a social factor, ZNMs had good droprates behind picture-taking, MMM had challenge, Abyssea had short-term rewards, Nyzul Isle had variety, Salvage had precision and Voidwatch has none of these.
Hardcore players who hammer the system are frustrated because many put an element of 'status' on time dedications. Why should the casual have an equal shot with me, the guy putting in 7hours of Voidwatch/day for 7 days a week? Yet this is what the situation is right now.
This is what frustrates many people, that they see drops being sorted out in such a random fashion that dedication means nothing. You're better off resting on your laurels because all of the extra work organizing a run puts you in the same league as the scrub in pink gear noobing it up all run complaining about not being able to hit procs.
A point system solves all of this while maintaining the timesinks SE needs to badly at this point in the game. The reluctance to do something screams 'kings!' and will likely have the same poisonous effect on the game.
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By Siren.Kalilla 2012-01-12 11:32:11
I suggested earlier that you could earn 1 point for that NM every time you complete it, and after get something rare your points reset back to 0.
rare meaning rare armor/weaopns w/e or heavy metal pouches.
a single heavy metal could be like -3 points.
The more you do it the higher chance you have at getting something rare. This only works of course if the system doesn't randomize who gets what, but is random based on your chest alone. This would also mean that it is possible get 2-5+ bodies on a single run which I have never heard about.
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By Bismarck.Anjisnu 2012-01-12 11:36:17
there is nothing wrong with voidwatch whatsoever btw i need those ores to finish smithing so i dont understand all the bitching
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By Lakshmi.Sparthosx 2012-01-12 11:39:27
there is nothing wrong with voidwatch whatsoever btw i need those ores to finish smithing so i dont understand all the bitching
Get to mining, it's more challenging making 4 ingots/hr.
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By Bahamut.Yeffebel 2012-01-12 11:41:00
One of the most annoying factors is the rare/ex gear. Because of the way the loot drop system works its possible to get the same rare/ex item in the chest that you already have. How is it fair that the last 6 Voidwroughts i killed in an alliance I got 4 Strendu Rings while others saw none?
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By Siren.Kalilla 2012-01-12 11:43:03
One of the most annoying factors is the rare/ex gear. Because of the way the loot drop system works its possible to get the same rare/ex item in the chest that you already have. How is it fair that the last 6 Voidwroughts i killed in an alliance I got 4 Strendu Rings while others saw none? That is the one thing that needs changed, if anything else.
I don't agree with moving anything to the treasure pool but making a check to see if you have that rare/ex item already and if you do it re-randomizes and goes to someone else is necessary for VW.
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By Bismarck.Anjisnu 2012-01-12 12:00:29
thing is though i buy the ores off ah i do voidwatch because i actually like the fights done over 150 qilin runs before i got nq dagger 1/8 on mekira body though
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By Leviathan.Phenomena 2012-01-12 12:07:35
One of the most annoying factors is the rare/ex gear. Because of the way the loot drop system works its possible to get the same rare/ex item in the chest that you already have. How is it fair that the last 6 Voidwroughts i killed in an alliance I got 4 Strendu Rings while others saw none? That is the one thing that needs changed, if anything else.
I don't agree with moving anything to the treasure pool but making a check to see if you have that rare/ex item already and if you do it re-randomizes and goes to someone else is necessary for VW.
Ya thats the only thing i think needs to be changed really. i mean if that were the case then ppl wouldnt go 0/150+ because each run would give a chance to have a new player get the item they need/want/dont have.
honestly thats the only thing i find stupid about the system. but then again that doesnt help the rmting. so i can see why this might not get fixed
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By Phoenix.Neosutra 2012-01-12 12:16:03
No offense Kalilla, but if you don't think you should be able to move items from the treasure chest to the pool then you don't really understand the game very well, or the current problems.
And no, the rare items aren't randomized among the people that are in the alliance. It's all random by person.
There is only ONE reason we can't move items to the treasure pool, and that's to prolong the life of VW so SE can be lazy.
I'm really confused why you'd even attempt to argue for the current system, unless you've been SO disgusted over the years that players that were more dedicated got more items that you just REALLY love any system that has no reward for effort/dedication.
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By Siren.Kalilla 2012-01-12 12:16:56
Is RMT'ing even that much of an issue anymore?
Why would you buy gil when it's so easy to make? >.>
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By Leviathan.Phenomena 2012-01-12 12:19:46
Is RMT'ing even that much of an issue anymore?
Why would you buy gil when it's so easy to make? >.>
i dont think rmting is an issue but SE is obviously taking actions to prevent it. or hurt it. i mean there is no other reason for this loot system if not to hurt rmting.
honestly. there is no reason for it.
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By Ragnarok.Ashman 2012-01-12 12:20:28
I'm really confused why you'd even attempt to argue for the current system, unless you've been SO disgusted over the years that players that were more dedicated got more items that you just REALLY love any system that has no reward for effort/dedication.
The good thing about a completely random system is there is no way to abuse it :/
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By Phoenix.Sehachan 2012-01-12 12:20:41
I haven't received rmt tells in 2 years :o
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By Leviathan.Phenomena 2012-01-12 12:22:22
I'm really confused why you'd even attempt to argue for the current system, unless you've been SO disgusted over the years that players that were more dedicated got more items that you just REALLY love any system that has no reward for effort/dedication.
The good thing about a completely random system is there is no way to abuse it :/
well there is. its just harder.
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By Phoenix.Neosutra 2012-01-12 12:29:32
I'm really confused why you'd even attempt to argue for the current system, unless you've been SO disgusted over the years that players that were more dedicated got more items that you just REALLY love any system that has no reward for effort/dedication.
The good thing about a completely random system is there is no way to abuse it :/
This is a faux argument. You can't say "VW not rewarding dedication and instead just randomly distributing items to people that don't need the items is GREAT because there was an old system 5 years ago where some people couldn't get items if they didn't play much."
One system is not good just because another system was bad. VW could not be "abused" by putting items in treasure pool. There are multiple pop spots and you can do 50 kills a day if you wanted. The "random" person could STILL get the "random" rare drop, and thus get a chance at goods. We'd just have it so the DAMNED MULES and people without jobs don't get the drops they can't use (or get the drop 5 times in a row and not be able to transfer it).
It's a silly argument to even pretend to defend this system.
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By Siren.Kalilla 2012-01-12 12:32:02
No offense Kalilla, but if you don't think you should be able to move items from the treasure chest to the pool then you don't really understand the game very well, or the current problems. I think you don't understand what would happen if we were able to do that.
VW wouldn't last as long as it should as a filler event.
Shout groups would become very rare, as linkshells would now have the power to distribute gear to members instead of those pesky random players!!
Players would end up complaining that they finished the content too fast and SE isn't doing enough work to put content out, resulting in poorly upgraded content and systems to fill the demand for players.
People who created shout groups could kick members who they don't want to lot if a body is moved to the treasure pool
DramaDramaDramaDrama
And no, the rare items aren't randomized among the people that are in the alliance. It's all random by person. Proof?
There is only ONE reason we can't move items to the treasure pool, and that's to prolong the life of VW so SE can be lazy. VW is nothing but a filler neo, that is all it will ever be.
A tiered system in between abyssea and ToAU content should be a big enough clue for you to figure that out.
I'm really confused why you'd even attempt to argue for the current system, unless you've been SO disgusted over the years that players that were more dedicated got more items that you just REALLY love any system that has no reward for effort/dedication. I was very dedicated when I did HNM, and got what I wanted. I earned that gear and I think that is fine.
I NEVER said players who do less work deserve gear over players who work their *** off. I said that VW is a lottery system.
Also, things did need to change. I am tired of players claiming they deserve something over someone else based on their gear and skill. So what if you could use it better, it isn't going to boost your performance as much as it would theirs.
I am glad that players get drops, I never got anything good myself from VW. Being able to give drops to the most dedicated players was okay during HNM because you needed players who attended to get things done. In VW you only need to fill in the spots with random players, so you are doing the same amount of work as they are for that run.
I'm sorry if you're 0/300+, I don't think that should ever happen. I'm sorry you're upset that random people go 1/1 or 1/20 on something you want, but you aren't doing anything super special for that run that gives you the right to own something over someone else.
You all are working as a team, and if you get screwed again while someone gets lucky then that sucks for you, but that person is having a grand time and I'm glad they are happy. This game shouldn't be taken so seriously, especially as serious as it was during HNM glory days. The game should be fun and VW has major flaws but I don't think we should have to resort to giving players the control over who gets what because then the one getting screwed is personal, not some random number generator doing it.
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Phoenix.Neosutra
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By Phoenix.Neosutra 2012-01-12 12:35:27
The only argument you had there was:
VW wouldn't last very long.
No ***.
Arguing that MINIMAL content SHOULD be stretched out for NO reason other than to waste time is dumb.
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By Siren.Kalilla 2012-01-12 12:43:07
My argument was you aren't a special butterfly and just because you think you're more skilled and have better gear doesn't instantly qualify you for getting something over someone else that is poorly geared.
You both are players, and you aren't anything special over them. You both are playing the same damn video game and you are both paying the same monthly for that character.
If you go 1/10 good for you, if you go 0/1000 then I'm sorry. There are other systems in the game that are like that, this isn't anything new and you shouldn't be surprised if you get screwed over again from a number generator.
VW shouldn't give control to players to determine who deserves the gear over someone else. Preventing players from getting rare drops they already have and moving it to a different chest is necessary.
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By Asura.Vrytreya 2012-01-12 12:43:35
Arguing that MINIMAL content SHOULD be stretched out for NO reason other than to waste time is dumb. That's almost always the argument for all events in FFXI.
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By Phoenix.Sehachan 2012-01-12 12:44:53
This thread has turned into a loop.
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By Lakshmi.Sparthosx 2012-01-12 12:48:35
This thread has turned into a loop.
A perpetual motion device!
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By Ramuh.Krizz 2012-01-12 12:50:08
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Phoenix.Neosutra
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By Phoenix.Neosutra 2012-01-12 12:52:16
My argument was you aren't a special butterfly and just because you think you're more skilled and have better gear doesn't instantly qualify you for getting something over someone else that is poorly geared.
You both are players, and you aren't anything special over them. You both are playing the same damn video game and you are both paying the same monthly for that character.
If you go 1/10 good for you, if you go 0/1000 then I'm sorry. There are other systems in the game that are like that, this isn't anything new and you shouldn't be surprised if you get screwed over again from a number generator.
VW shouldn't give control to players to determine who deserves the gear over someone else. Preventing players from getting rare drops they already have and moving it to a different chest is necessary.
You're missing the point. Seemingly intentionally.
Not once did I say "I'm a special butterfly and I should get more gear because I'M FREAKING AWESOME".
What I said was: Hard work should be rewarded.
I sincerely cannot believe you're arguing for this system.
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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