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[Dev] Voidwatch: Response to Feedback
By mortontony1 2012-01-10 22:03:10
Quetzalcoatl.Zagam said: »anyone claiming there 0/300+ is full of BS just making there opinion look more valid.
and if by chance a "few" people are, its doing exactly what the MMO is designed for, keep playing and keep paying.
There's a fine line between something being difficult to obtain and just being effing ridiculous.
Leviathan.Hohenheim
Server: Leviathan
Game: FFXI
Posts: 3351
By Leviathan.Hohenheim 2012-01-10 22:16:28
sorry but i don't buy the 0/300 - 0/200 BS on Pil as well, it will require huge gils for that and cruors, even if is true, half of those runs was prolly done with no cells. JUST SAYING, because the T5 was implemented a few days ago
not sure where gil or cruor comes into play...for the longest time i was buying 18k gil alexandrite for my mythic xbow, just because i can. 20-30k voiddust is nothing lol, and it takes 9k cruor in cells a run and you get back 12-18k so..yeah...
/shakeshead
Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-01-10 22:23:00
sorry but i don't buy the 0/300 - 0/200 BS on Pil as well, it will require huge gils for that and cruors, even if is true, half of those runs was prolly done with no cells. JUST SAYING, because the T5 was implemented a few days ago
lol ok
Quetzalcoatl.Zagam
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-10 22:38:15
There's a fine line between something being difficult to obtain and just being effing ridiculous.
Its almost as if people forget how the game is - abyssea
Carbuncle.Kerokun
Server: Carbuncle
Game: FFXI
Posts: 488
By Carbuncle.Kerokun 2012-01-10 22:58:07
The only real suggestion I have for Voidwatch is to maintain the drop rate as it is now but accrue a certain number of points for every VWNM defeated. After attaining enough of those points, you can purchase whichever rare/ex drop from a VWNM you've defeated. So maybe if you've done Kaggen for eight million times, you can spend a massive amount of points to buy the damn body.
Of course, the number of points necessary for that would have to be ridiculous in itself to bypass dat drop rate.
And of course, it won't make any sense why the NPCs would have the gear and not simply give it to you to aid their campaign against the Voidwalkers or whatever.
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By mortontony1 2012-01-10 23:24:40
Carbuncle.Kerokun said: »And of course, it won't make any sense why the NPCs would have the gear and not simply give it to you to aid their campaign against the Voidwalkers or whatever.
You do realize you can cast *** magic in this game. How does that make sense?
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VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-10 23:45:14
I dooooooooooooooooooooooooo
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-10 23:47:39
"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."
ruh-roh
I'm pretty sure this is a good thing, not meaning they want us to be less of temp-***, but meaning they want us to not need to be temp-***.
@Deadwing I enjoy Qilin, or anything I can flat out go batshit on without getting Amnesia/Petrification/Doom.
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Bahamut.Bekisa
Server: Bahamut
Game: FFXI
Posts: 596
By Bahamut.Bekisa 2012-01-11 00:12:27
Wait so you mean Bahamut can't arrange alliances with no strategy and just fanatics zerg everything!? Haha should be interesting! I swear half the server lost the concept of strategy with Abyssea and now constant fanatics zergs ... and using nothing but pet jobs in Walk of Echoes.
I really hope other servers don't do this.
Server: Asura
Game: FFXI
Posts: 36553
By Asura.Ludoggy 2012-01-11 00:14:10
All the same.
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-11 00:14:11
I like the traditional party setup myself, and absolutely hate zerging anything.
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Bismarck.Helel
Server: Bismarck
Game: FFXI
Posts: 1335
By Bismarck.Helel 2012-01-11 00:25:46
I like the traditional party setup myself, and absolutely hate zerging anything.
Same here. It's too bad all the fights that are supposed to be difficult/challenging pretty much have to be zerged. And if you're not zerging, you're wasting your time (by not killing quicker).
Next VW chapter will have mobs that have constant dispel auras so you can't have any buffs whatsoever :O.
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 02:04:17
Lol more like 30 yalm amnesia+silence aura.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 02:32:00
Quetzalcoatl.Zagam said: »anyone claiming there 0/300+ is full of BS just making there opinion look more valid.
and if by chance a "few" people are, its doing exactly what the MMO is designed for, keep playing and keep paying. Would you like me to dig up all my logger files of all the stones spent? I assure you, I have done well over 300 qillin and kaggen.
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 02:46:50
I have never owned more than 70 stones, and rarely do VW. Also 600 vwnms is at least 2-3 a day for the past year.
So not for arguments' sake, I am curious.
Server: Bahamut
Game: FFXI
Posts: 642
By Bahamut.Fistandantilus 2012-01-11 02:51:26
I see people doing runs of 4 three times a day. Adds up quick like that.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 02:51:29
I do 12 VWNMs at minimal almost every single day and have spammed since VW first existed. All my gil goes to voiddust and plates. :(
Phoenix.Purraj
Server: Phoenix
Game: FFXI
Posts: 28
By Phoenix.Purraj 2012-01-11 02:52:07
This ***is no lie. Qilin and Kaggen put out as much as a nun.
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Server: Asura
Game: FFXI
Posts: 36553
By Asura.Ludoggy 2012-01-11 03:23:53
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By Fupafighters 2012-01-11 03:24:14
Phoenix.Dramatica said: »I do 12 VWNMs at minimal almost every single day and have spammed since VW first existed. All my gil goes to voiddust and plates. :( Sell plates, buy relic...nuff said lol. Metals go like candy 100k here
Server: Lakshmi
Game: FFXI
Posts: 117
By Lakshmi.Prinnysmash 2012-01-11 03:25:30
People doubting the 0/200+ on single NMs have clearly never done the same NM for 10 hours straight. Cause my friends and I did at least 200 Pil over a week. Of the 6 of us, no one got a Harness, only random people we invited. So yeah... VW is rewarding I swear.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:26:33
I have done over 36 qillins in a single day, why is this so hard to believe? 36x18=648 chests that did not have a Coruscanti in them.
By Chyula 2012-01-11 03:30:42
Quick fix to VW, Make city T4 drop metal pouch and increase single drop rate or make it can drop multiple singles. same deal to Zilart and Jueno T3. A similar drop system on Riftdross for Jeuno T6 and the upcoming Zilart T6 or whatever it'll called. As long metal drop rate is good this will give everyone an incentive to spam these fight even with the shitty body drop rate, they can even lower the body drop rate
if I can come out of each fight with 3-5 metal plates.
By Fupafighters 2012-01-11 03:32:47
Phoenix.Dramatica said: »I have done over 36 qillins in a single day, why is this so hard to believe? 36x18=648 chests that did not have a Coruscanti in them. It's believable...i just dont see why people would waste so much time to get something not that great -.-....For some reason i spam pil like x20 a day for nothing but a few str for dnc ws lol...
By khidafi916 2012-01-11 03:33:36
grats latifah. ive only ever got teafnut wand, strendu, and plates. everytime i get logs, ore, or some lame *** gem. ive done so much VW random shouts, partys, ls events, and always get crap. the day i get a body i will feel a since of accomplishment. i hope. lol.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:33:55
There is little to do that is worthwhile in the game besides VW, this is why the horrible drop rates are that much more frustrating.
By Fupafighters 2012-01-11 03:34:32
Quick fix to VW, Make city T4 drop metal pouch and increase single drop rate or make it can drop multiple singles. same deal to Zilart and Jueno T3. A similar drop system on Riftdross for Jeuno T6 and the upcoming Zilart T6 or whatever it'll called. As long metal drop rate is good this will give everyone an incentive to spam these fight even with the shitty body drop rate, they can even lower the body drop rate
if I can come out of each fight with 3-5 metal plates. Why is everyone so obsessed with upgrading their 90 empyrians lol... YOu could easily have a relic by selling the metals :( relic > empy
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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