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[Dev] Voidwatch: Response to Feedback
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:35:40
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. This is also a good idea, I wouldn't give two shits about gear drops if they made the drop rates of the upgrade items reasonable enough to finish weapons without buying items.
Server: Leviathan
Game: FFXI
Posts: 1907
By Leviathan.Quetzacoatl 2012-01-11 03:35:58
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 I was under the impression that Ukko's > Metatron Torment
By Fupafighters 2012-01-11 03:36:34
I am hearing enough people finish their 95 empyrians, Just have to work at it. This isn't abyssea lol. Don't need any fixes except maybe give us atleast a 2% drop on HQ items haha. 1/50 sounds fair to me >.<
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:38:03
Quite a few empyreans decimate their 95 relic counterparts even at 90/85. It's completely reasonable to want to upgrade them, despite the extreme costs. 600~/1500 on Ukon myself, no rush seeing as the 99 stage will be nigh impossible without shitting out multiple mythics worth of gil. (assuming the number is still 1000 after 99s are released)
By Fupafighters 2012-01-11 03:38:19
Leviathan.Quetzacoatl said: »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 I was under the impression that Ukko's > Metatron Torment[/[quote='Leviathan.Quetzacoatl' pid=1704582] 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 I was under the impression that Ukko's > Metatron Torment Upheaval brah... It's like saying caladblogg beats ragnarok...not possible
Server: Asura
Game: FFXI
Posts: 36553
By Asura.Ludoggy 2012-01-11 03:38:21
Everyone should of left their relics at 75 too while at it.
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By Fupafighters 2012-01-11 03:39:38
Everyone should of left their relics at 75 too while at it. Your brd makes me cry in joy lol.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:40:13
Ukon even post nerf is a good amount ahead of bravura for dmg. Bravura has utility if you actually have a need for fulltimed DT-, sadly these situations are extremely rare. Macro swap for when you run out of good procs in VW at best.
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By Fupafighters 2012-01-11 03:41:15
What does Upheaval hit?....
Lakshmi.Byrth
VIP
Server: Lakshmi
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By Lakshmi.Byrth 2012-01-11 03:43:06
1311/1500 on Heavy Metal and I've only really been playing half the time since that patch hit (moved countries, controller broke, Christmas, etc.). I have probably personally received about 50 of those Heavy Metal from chests. The rest have been bought with Dynamis/Salvage/Limbus gil.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:44:08
Isn't a big upgrade of raging rush, and falls behind even more if you are in low atk scenarios. Also with being able to start every VW fight at 300 tp, you benefit from 50% ODD aftermath, which completely destroys bravuras 17%? 2.5 procs.
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By Fupafighters 2012-01-11 03:44:41
1311/1500 on Heavy Metal and I've only really been playing half the time since that patch hit (moved countries, controller broke, Christmas, etc.). I have probably personally received about 50 of those Heavy Metal from chests. The rest have been bought with Dynamis/Salvage/Limbus gil. I can't say i like the idea of 95 empies, but idk what 99 will yield, but grats lol. Man ive gotten like 200 plates...sold them all haha.
Server: Sylph
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Posts: 378
By Sylph.Gredival 2012-01-11 03:46:15
Phoenix.Dramatica said: »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.
Then what happens when you get all your drops? You get bored.
We shifted from a system where drops were exceedingly rare and content was paced accordingly, to Abyssea. But Square simply can't keep up with the content production necessary for attainment rates like Abyssea.
So now we aren't even back at Square 1, we're about 10 paces back with rare drops again, a worse end game enviroment, PLUS a stupid distribution system.
By Fupafighters 2012-01-11 03:46:36
Phoenix.Dramatica said: »Isn't a big upgrade of raging rush, and falls behind even more if you are in low atk scenarios. Also with being able to start every VW fight at 300 tp, you benefit from 50% ODD aftermath, which completely destroys bravuras 17%? 2.5 procs. I should just do upheaval for a few days just to test it. Just rockin the +2 war for procs...but i heard it was good. And war's always should have 999 in voidwatch atleast lol. berserk red curry and stalwarts puts you way over
By khidafi916 2012-01-11 03:47:23
1500 plats is BS. 1000 shoulda been the number. 122/1500 -.- all from chest.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:47:42
This is where we realize that FFXI is a shitty MMO, yet we all continue to play due to our addictions/nostalgia/habit/friends.
edit: you need far more atk than 999 to cap on anything high level these days. 999 is only the display cap, atk has no known limit.
By khidafi916 2012-01-11 03:48:08
plates*
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2012-01-11 03:48:38
Phoenix.Dramatica said: »Isn't a big upgrade of raging rush, and falls behind even more if you are in low atk scenarios. Also with being able to start every VW fight at 300 tp, you benefit from 50% ODD aftermath, which completely destroys bravuras 17%? 2.5 procs.
Remember that Metatron also have -20?% defence on target, which is a nice dmg-boost to the whole party.
If you have multiple warriors with bravura/ukon, one of them kinda should use Bravura to boost everybody else up.
Unless you have a gungnir drg doing that*
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Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2012-01-11 03:48:50
Phoenix.Dramatica said: »Isn't a big upgrade of raging rush, and falls behind even more if you are in low atk scenarios. Also with being able to start every VW fight at 300 tp, you benefit from 50% ODD aftermath, which completely destroys bravuras 17%? 2.5 procs. I should just do upheaval for a few days just to test it. Just rockin the +2 war for procs...but i heard it was good. And war's always should have 999 in voidwatch atleast lol. berserk red curry and stalwarts puts you way over
Attack doesn't cap at 999. Display limitations etc.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:50:36
There are a ton of possible -def buffs that various jobs can give, and none of them stack with eachother. If you have a sam, they would be best off doing a tachi:Ageha to start off the fight due to the long lasting -25%? def.
Bahamut.Serj
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By Bahamut.Serj 2012-01-11 03:51:23
Phoenix.Dramatica said: »There are a ton of possible -def buffs that various jobs can give, and none of them stack with eachother. If you have a sam, they would be best off doing a tachi:Ageha to start off the fight due to the long lasting -25%? def.
30% for 3 minutes
By Fupafighters 2012-01-11 03:53:17
Phoenix.Dramatica said: »This is where we realize that FFXI is a shitty MMO, yet we all continue to play due to our addictions/nostalgia/habit/friends.
edit: you need far more atk than 999 to cap on anything high level these days. 999 is only the display cap, atk has no known limit. We know this lol. food and stalwarts usually gives over 999... No reason to not be over like 1100 haha
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2012-01-11 03:53:58
Phoenix.Dramatica said: »There are a ton of possible -def buffs that various jobs can give, and none of them stack with eachother. If you have a sam, they would be best off doing a tachi:Ageha to start off the fight due to the long lasting -25%? def.
Keep forgetting about that WS! and seems like everybody else does aswell, never see it used >_<
Bravura is far from a bad weapon anyways, but from what I've seen I'm pretty sure 90 ukon is gonna pull ahead of 95 bravura even after the nerf.
All/Most our ukon wars have bravura aswell at this point, so they'r all ready incase it gets better >_> lol
By Fupafighters 2012-01-11 03:55:52
Phoenix.Dramatica said: »There are a ton of possible -def buffs that various jobs can give, and none of them stack with eachother. If you have a sam, they would be best off doing a tachi:Ageha to start off the fight due to the long lasting -25%? def.
Keep forgetting about that WS! and seems like everybody else does aswell, never see it used >_<
Bravura is far from a bad weapon anyways, but from what I've seen I'm pretty sure 90 ukon is gonna pull ahead of 95 bravura even after the nerf.
All our ukon wars have bravura aswell at this point, so they'r all ready incase it gets better >_> lol Well I do hope they do give some other empies a reason to 99 them over getting a relic...but bravura from what i hear can be nasty. I just wanna know what upheaval hits with bravura.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 03:56:52
It's not a bad weapon for it's rare utility by all means, but anyone who takes warrior seriously should have it secondary and only use it when the situation calls. Unless you really hate abyssea and refuse to make Empyreans or something I guess. Anyways my point was that Upheaval isn't anywhere near as good as Ukko's unless you are using mighty strikes, and you will still be uncapped on atk on various VWNMS with 1100.
Server: Asura
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By Asura.Ludoggy 2012-01-11 03:58:31
Brovura said: Your love has reached me. Yeah. its a sissy weapon.
By Fupafighters 2012-01-11 03:58:35
Gets no attack bonus?
Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2012-01-11 03:59:30
By Fupafighters 2012-01-11 04:02:35
Lol I guess bravura falls into apoc category, apoc < ragnarok for raw dmg.
By Fupafighters 2012-01-11 04:03:02
Lol I guess bravura falls into apoc category, apoc < ragnarok for raw dmg. Meaning bravura < ukon 90
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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