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[Dev] Voidwatch: Response to Feedback
By Fupafighters 2012-01-16 23:24:56
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.
Asura.Fondue
Server: Asura
Game: FFXI
Posts: 2446
By Asura.Fondue 2012-01-16 23:25:18
Lol are you serious? PDT MDT set... aoe shouldnt be 1 shotting you.... lol
By Fupafighters 2012-01-16 23:30:33
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.
Server: Odin
Game: FFXI
Posts: 9265
By Odin.Eikechi 2012-01-16 23:53:33
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
[+]
Carbuncle.Xenhas
Server: Carbuncle
Game: FFXI
Posts: 664
By Carbuncle.Xenhas 2012-01-17 00:01:12
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.
[+]
Server: Asura
Game: FFXI
Posts: 510
By Asura.Vrytreya 2012-01-17 00:31:57
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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By Siren.Blackroses 2012-01-17 20:19:48
Well, if you consider that the weapons are the rare drops in T6, I guess that yeah, droprates are pretty much the same.
Ragnarok.Nekonarf
Server: Ragnarok
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Posts: 629
By Ragnarok.Nekonarf 2012-01-18 11:03:57
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.
VIP
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Posts: 14552
By Siren.Kalilla 2012-01-18 19:30:25
Update from earlier today, sorry about the delay:
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. | |
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Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2012-01-18 19:35:21
God damn, I never knew you could hate a word until they started throwing around balance everywhere ><
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-01-18 19:36:31
creative freedom
Bahamut.Krizz
Server: Bahamut
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Posts: 3158
By Bahamut.Krizz 2012-01-18 19:42:53
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.
[+]
Sylph.Kimble
Server: Sylph
Game: FFXI
Posts: 2912
By Sylph.Kimble 2012-01-18 19:46:10
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.
Fenrir.Demomo
Server: Fenrir
Game: FFXI
Posts: 160
By Fenrir.Demomo 2012-01-18 20:35:16
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?
[+]
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-01-18 20:37:19
Voidwatch only has one problem, loot distribution. They're dancing around that issue.
VIP
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Posts: 14552
By Siren.Kalilla 2012-01-18 20:40:18
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.
[+]
Server: Fenrir
Game: FFXI
Posts: 11681
By Fenrir.Nightfyre 2012-01-18 20:41:06
Reading these posts is terrible for my blood pressure.
[+]
Sylph.Zohnax
Server: Sylph
Game: FFXI
Posts: 248
By Sylph.Zohnax 2012-01-18 20:42:38
Update from earlier today, sorry about the delay:
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. | |
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.
Lakshmi.Greggles
Server: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2012-01-18 20:43:45
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.
Phoenix.Fredjan
Server: Phoenix
Game: FFXI
Posts: 2326
By Phoenix.Fredjan 2012-01-18 20:46:27
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
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-01-18 20:53:41
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
Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-01-18 21:03:36
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.
Lakshmi.Rearden
Server: Lakshmi
Game: FFXI
Posts: 1130
By Lakshmi.Rearden 2012-01-18 21:10:54
Valefor.Prothescar said: »Here SE, let me help you.
Things to ingest:
-Cyanide pills
--There is nothing else to ingest.
Sylph.Kimble
Server: Sylph
Game: FFXI
Posts: 2912
By Sylph.Kimble 2012-01-18 21:18:07
Humor is such a subjective thing.
Valefor.Booster
Server: Valefor
Game: FFXI
Posts: 24
By Valefor.Booster 2012-01-22 02:20:49
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 ^^
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-22 02:23:27
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.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-01-22 02:53:10
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.
Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-01-22 03:03:17
lol
VIP
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Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-23 14:42:49
Update on topic today:
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. | |
[+]
01-10-2012 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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