[Dev] Voidwatch: Response To Feedback

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[Dev] Voidwatch: Response to Feedback
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By Fupafighters 2012-01-16 23:24:56
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The game is just mad we found strategy to kill this ***fast lol...so they going to nerf! I really hope that if they do nerf our temps and such, that drop rate will atleast exceed 3-5% lol.... because it won't take us 5 minutes to kill these from what I'm seeing.
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By Asura.Fondue 2012-01-16 23:25:18
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Fupafighters said: »
Lol are you serious? PDT MDT set... aoe shouldnt be 1 shotting you....
lol
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By Fupafighters 2012-01-16 23:30:33
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Phoenix.Dramatica said: »
The light adjustment is great for lowman or low tier ***that dies fast.
I agree lol...except gear will get nerfed now lol.
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By Odin.Eikechi 2012-01-16 23:53:33
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Anybody else find it funny that Camate is the moogle's name who gives us all the dev info, and if I'm not mistaken (though spelled differently I'm sure), camate means "calm down" in Spanish, yet all of the recent dev notes cause a ton of player rages? lol
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 Carbuncle.Xenhas
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By Carbuncle.Xenhas 2012-01-17 00:01:12
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Quetzalcoatl.Zubis said: »
Quote:
※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.

Given that my last three attempts to join random VW alliances have been declined since I did not have an Ukonvasara as WAR or an Ochain as PLD I like this comment best of all.

The people who wanted Ukon WAR and Ochain PLD will still want them after this "adjustment" regardless. This will just allow better qeared players to deal more damage and take less, allowing for even more efficiency from the players that already had the gear to be more efficient in the first place.

Although, this does allow for less optimal set-ups to clear harder content (presumably, but with SE, who knows) and can also let people run with wayyy less members when taking the insta-cap lights into consideration.

On a separate note, I hope well timed procs can still turn from green to red, given the capped lights from the get go.
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 Asura.Vrytreya
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By Asura.Vrytreya 2012-01-17 00:31:57
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Chyula said: »
I think this will likely be the new adjustment to lights.

1. start battle with capped light e.g. capped 525% red and slowly droping each time you proc.
2. Cell still useful for final calculation, so you get 150% lights to play with on proc before getting the bite on your final 525% calculation.
3. the downside to this is that we have to use blue light cell too ><.
4. Player will no longer zerg during a stagger because blitz will decrease your light value.
5. if the above is true, then we'll end up trigger the mob just for refilling temp items and spam fanatic to zerg again when it is out of stagger mode.
If those were to be true, then these aims they are trying to achieve is just getting less sensible.
Quote:
※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.
Quote:
Also, this adjustment will address the difficulty of smaller parties obtaining loot.
 
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 Siren.Blackroses
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By Siren.Blackroses 2012-01-17 20:19:48
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Well, if you consider that the weapons are the rare drops in T6, I guess that yeah, droprates are pretty much the same.
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By Ragnarok.Nekonarf 2012-01-18 11:03:57
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Athos's, Ogier's and lolmage are hardly on par with the drop rates of the Toci's Harness or Heka's body, they're more on par with like.. the Feet from Pil, or Kaggens Belt, and the Bullet from Akvan.
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By Siren.Kalilla 2012-01-18 19:30:25
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Update from earlier today, sorry about the delay:

01-18-2012 04:34 PM
[source]
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.
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 Fenrir.Leoheart
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By Fenrir.Leoheart 2012-01-18 19:35:21
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God damn, I never knew you could hate a word until they started throwing around balance everywhere ><
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 Bismarck.Sylow
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By Bismarck.Sylow 2012-01-18 19:36:31
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creative freedom
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 Bahamut.Krizz
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By Bahamut.Krizz 2012-01-18 19:42:53
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Quote:
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.

I like this part of the post.
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 Sylph.Kimble
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By Sylph.Kimble 2012-01-18 19:46:10
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Not like its hard to get cruor. Everyone will just bring cells (like most do now anyways) and just bring their strong jobs and zerg all the bosses.
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By Fenrir.Demomo 2012-01-18 20:35:16
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I still don't understand how this fixes the problems that have been mentioned. Cap lights from start doesn't mean that the drop rates will improve (or the constant 2nd/3rd/4th drop to the same person). The proc system is fine, at this point the messages all but tell you the exact spell to cast, and as long as you understand which jobs are essential, you should always be able to cap lights anyway, even with 8~ players (except obviously on newer fights that still require a full alliance). Now that extreme stagger is in, this update seems like a step back, making VW go from an event that requires some organization/cooperation between all jobs to a free for all.

If you don't enjoy going x job to voidwatch, level something else. This isn't 5 years ago where it took 1+ month to level a job to cap. Between abyssea, gov, hell even rmt cleaves, go level something else to be useful to a vw group. These dev notes seem more like a response to butthurt that my x job doesn't have a use in VW than a fix to the problems at hand.

As far as:
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.

I don't know who's setting up your ally, but generally people bring their strongest jobs at current anyway, so uh.... do the devs play this game at all, or throw darts at the old suggestion dart board and run with it?
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 Valefor.Prothescar
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By Valefor.Prothescar 2012-01-18 20:37:19
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Voidwatch only has one problem, loot distribution. They're dancing around that issue.
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 Siren.Kalilla
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By Siren.Kalilla 2012-01-18 20:40:18
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Valefor.Prothescar said: »
Voidwatch only has one problem, loot distribution. They're dancing around that issue.
Main reason is because they answered it already and they think it's enough to leave it at that.

Personally I have no issue with the system, but I think them avoiding the issue is starting to be insulting.
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 Fenrir.Nightfyre
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By Fenrir.Nightfyre 2012-01-18 20:41:06
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Reading these posts is terrible for my blood pressure.
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 Sylph.Zohnax
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By Sylph.Zohnax 2012-01-18 20:42:38
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Siren.Kalilla said: »
Update from earlier today, sorry about the delay:

01-18-2012 04:34 PM
[source]
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.
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Know what, they should just take those forums down. They don't listen to the majority of the concerns of the playerbase, and to be honest, I think some of the sh*t they reply on are their own ideas of what's wrong.
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By Lakshmi.Greggles 2012-01-18 20:43:45
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Valefor.Prothescar said: »
Voidwatch only has one problem, loot distribution. They're dancing around that issue.

They've said that they don't believe that that's where the problem lies, so really, I'm not surprised that they're being kind of dumb with how they adjust Voidwatch. This is just another example of how the DEV team sees how they think the game should be played vs. how the players play it(take for example how they noted that players that get their gear don't need to use voidstones to fight and can still get exp / cruor rewards), and are ignoring the core problems with the system so people can play it their way.
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By Phoenix.Fredjan 2012-01-18 20:46:27
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Odin.Eikechi said: »
Anybody else find it funny that Camate is the moogle's name who gives us all the dev info, and if I'm not mistaken (though spelled differently I'm sure), camate means "calm down" in Spanish, yet all of the recent dev notes cause a ton of player rages? lol
calmate
/trollface
 Valefor.Prothescar
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By Valefor.Prothescar 2012-01-18 20:53:41
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Here SE, let me help you.

Things that are OK with Voidwatch:
-Procs
-Battle depth
-Battle speed
-Temporary items
-Drop rates
-Capping lights

Things that are not OK with Voidwatch:
-Loot distribution
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 Leviathan.Draylo
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By Leviathan.Draylo 2012-01-18 21:03:36
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I personally feel another big problem is the fact that once you get an item from a NM you have almost 0 incentive to go back and do that NM again. There are no additional items or points you can accrue that make it worth doing again. You can argue metal is a point but what about the lower tier NMs or why not just do a NM you need an item from that also drops metal.

Had they added a point system or some other incentive it would alleviate the problem but now as it is, people are working against each other in a way. Every time a person gets an item its one less person you have in your future shouts. I know the popular NM's this might not be so much of a problem (for now), but the lesser NM's you will be looking at an hour+ shout to fill up.
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 Lakshmi.Rearden
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By Lakshmi.Rearden 2012-01-18 21:10:54
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Valefor.Prothescar said: »
Here SE, let me help you.

Things to ingest:
-Cyanide pills

--There is nothing else to ingest.
 Sylph.Kimble
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By Sylph.Kimble 2012-01-18 21:18:07
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Humor is such a subjective thing.
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By Valefor.Booster 2012-01-22 02:20:49
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Bismarck.Sylow said: »
Using Coruscanti as an example:

The best estimation of the drop rate we can make is somewhere between 0.1 and 0.2%.

At the best drop rate (0.2%), you'd need to fight Qilin
346 times to have a 50/50 shot at the dagger.

In that time, your alliances "probably" would have seen 4 daggers.
(1 in 83 qilins will drop a dagger 95% of the time)

I got Coruscanti today. I haven't been counting exactly, but I've only done about 16 Qilin ^^
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By Cerberus.Tikal 2012-01-22 02:23:27
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Leviathan.Draylo said: »
I personally feel another big problem is the fact that once you get an item from a NM you have almost 0 incentive to go back and do that NM again. There are no additional items or points you can accrue that make it worth doing again. You can argue metal is a point but what about the lower tier NMs or why not just do a NM you need an item from that also drops metal.

Had they added a point system or some other incentive it would alleviate the problem but now as it is, people are working against each other in a way. Every time a person gets an item its one less person you have in your future shouts. I know the popular NM's this might not be so much of a problem (for now), but the lesser NM's you will be looking at an hour+ shout to fill up.
I'd say the HQ weapons are the hardest to get, way more than the bodies, and Zilart is the only path that drops Heavy Plate Purses, so... the incentive is there.
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By Bismarck.Sylow 2012-01-22 02:53:10
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Valefor.Booster said: »
Bismarck.Sylow said: »
Using Coruscanti as an example:

The best estimation of the drop rate we can make is somewhere between 0.1 and 0.2%.

At the best drop rate (0.2%), you'd need to fight Qilin
346 times to have a 50/50 shot at the dagger.

In that time, your alliances "probably" would have seen 4 daggers.
(1 in 83 qilins will drop a dagger 95% of the time)

I got Coruscanti today. I haven't been counting exactly, but I've only done about 16 Qilin ^^

Grats on your deep understanding of statistics.
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 Leviathan.Draylo
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By Leviathan.Draylo 2012-01-22 03:03:17
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lol
 Siren.Kalilla
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By Siren.Kalilla 2012-01-23 14:42:49
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Update on topic today:

01-23-2012 02:22 PM
[source]
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.

  • The below monsters’ AoE damage to non-targeted players () will be lowered.

    ※Amount of damage dealt to pets will also be lowered.

    Route Battle Area Monster Name
    Route: San d’Oria King Ranperre's Tomb Hahava
    Route: Bastok Dangruf Wadi Celaeno
    Route: Windurst Outer Horutoto Ruins Voidwrought
    Route: Jeuno Qufim Island Kaggen
    Lower Delkfutt's Tower Akvan
    Behemoth’s Dominion Pil
    Route: Zilart Ru'Aun Gardens Aello
    Ve'Lugannon Palace Uptala
    The Shrine of Ru'Avitau Qilin
    Route: Jeuno 2 Grauberg (S) Ocythoe
    Vunkerl Inlet (S) Gaunab
    Fort Karugo-Narugo (S) Beaucedine Glacier Kalasutrax
    Valkurm Dunes Ig-Alima
    Buburimu Peninsula Botulus Rex


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.
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