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[Dev] Voidwatch: Response to Feedback
Cerberus.Kvazz
Server: Cerberus
Game: FFXI
Posts: 5345
By Cerberus.Kvazz 2012-01-11 04:03:39
Lol I guess bravura falls into apoc category, apoc < ragnarok for raw dmg. Meaning bravura < ukon 90
Pretty much
By Fupafighters 2012-01-11 04:06:03
Guess I'm lucky i did VW tier 1 back when it came out lol...still at over 250 stones and have been spamming for a month now >.< Maybe we should avoid doing these tier 3 jeuno and just go for metals lol?
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 04:07:50
I'm just glad that it's extremely easy to keep up a stock of voiddust with allied notes if you don't hate campaign, have been out of stones from npc forever due to the sheer amount of spam I do. Really wish they would have added more timer reduction KIs by now.
By Fupafighters 2012-01-11 04:09:21
Phoenix.Dramatica said: »I'm just glad that it's extremely easy to keep up a stock of voiddust with allied notes if you don't hate campaign, have been out of stones from npc forever due to the sheer amount of spam I do. Really wish they would have added more timer reduction KIs by now. Hopefully it works in the way abyssea did where it multiplies stones haha. They better make it 1 stone every 8 hours >.<
Ragnarok.Nekonarf
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Posts: 629
By Ragnarok.Nekonarf 2012-01-11 04:39:34
Phoenix.Dramatica said: »I'm just glad that it's extremely easy to keep up a stock of voiddust with allied notes if you don't hate campaign, have been out of stones from npc forever due to the sheer amount of spam I do. Really wish they would have added more timer reduction KIs by now. Hopefully it works in the way abyssea did where it multiplies stones haha. They better make it 1 stone every 8 hours >.<
That frequency will still not be able to keep up with how often you do Voidwatch, it effectively saves you about 75 - 145k/day which is basically saying you need 1 riftdross or riftcinder or heavy metal per Voidwatch NM you are fighting to break even(not that the rift items sell, other then sands.)
It's a flawed system and it needs to be looked at with how frequent people are doing it, to make it more ready available, and not depending on spam buying items with points that are a *** to get back, and requires so much time that it's almost not worth committing to doing campaign on a daily basis.
By Brolli 2012-01-11 05:29:39
Lakshmi.Prinnysmash said: »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. sorry but i don't expect to get a toci harness by just doing ,100 pils runs in just 2 or 3 days , don't expect a toci just right away, anyone getting items sooner than that it just luck,
It's just ironic how people
About the game being very easy now/how easy is to get items/soloing stuff.
Want to go back to the 2004 old lot system for the "accomplishment" feeling of 24-72hrs camping/1 year for 1 single item, (dalmy ,armada haub .etc)
YET they expect to get a toci in a 3 days with 100 pils runs
Server: Shiva
Game: FFXI
Posts: 916
By Shiva.Xellith 2012-01-11 05:45:00
Why is the stuff the dev team wanna fix never the stuff people are complaining need fixing? /sigh.
Looks like I wont be coming back to 11 for a little longer if the dev team are gonna be retardeded. On the bright side I'm enjoying Eve Online :) afk shower.
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Server: Phoenix
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By Phoenix.Dramatica 2012-01-11 05:55:10
I also want to emphasize on how they are blatantly lying about voidwatch having equal drop distribution. Especially with the Zilart T3s, the HQ weapons are so much lower of a drop rate than any of the glowy bodies.
Lakshmi.Byrth
VIP
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By Lakshmi.Byrth 2012-01-11 05:56:43
Tier 6 bodies are much more common than Tier 3 bodies, too.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 06:03:39
I think the T6 bodies are more of a NQ weapon drop rate equivalent, but they still seem to drop rare/ex items at a much more common rate than previous NMs. Especially ig-alima/rex anyways. Shiny weapons off of them seem as rare as ever.
Server: Shiva
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By Shiva.Xellith 2012-01-11 06:13:16
I love that cats face lol.
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Server: Sylph
Game: FFXI
Posts: 254
By Sylph.Skinner 2012-01-11 06:23:27
The sooner they let you hold 12 stones at one time, the sooner people stop complaining about VW drops.
Server: Phoenix
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Posts: 1285
By Phoenix.Dramatica 2012-01-11 06:25:24
I'll stop complaining once they give you infinite pops and remove the whole stone dealie.
By Chyula 2012-01-11 07:10:16
3/5 ppl in my ls have Toci, I guess we are lucky. 1st person have toci + Heka, 2nd person got everything from pil, then myself have full fil drop, Meka, Ace, and HQ dagger ^^, I think we hit the jackpot.
Server: Fenrir
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Posts: 3012
By Fenrir.Leoheart 2012-01-11 07:19:57
Only done about 12 pils and I've obtained dilarams twice, chakram twice and a bunch of fruit and veg :x
Fenrir.Maaroh
Server: Fenrir
Game: FFXI
Posts: 5
By Fenrir.Maaroh 2012-01-11 07:20:17
sorry but i don't expect to get a toci harness by just doing ,100 pils runs in just 2 or 3 days , don't expect a toci just right away, anyone getting items sooner than that it just luck,
It's just ironic how people
About the game being very easy now/how easy is to get items/soloing stuff.
People want a fair reward for a fair amount of difficulty and time invested. Difficulty through (mass) repetition does not make it difficult.
By Chyula 2012-01-11 07:34:50
off the topic those that talking ***about others complaining on the empy path now, I bet they'll be like the empy path crowd when level 99 upgrade requirement stay at 1000 items. 1000th ADL kill will say hi in 2015.
Server: Lakshmi
Game: FFXI
Posts: 117
By Lakshmi.Prinnysmash 2012-01-11 08:26:56
Lakshmi.Prinnysmash said: »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. sorry but i don't expect to get a toci harness by just doing ,100 pils runs in just 2 or 3 days , don't expect a toci just right away, anyone getting items sooner than that it just luck,
It's just ironic how people
About the game being very easy now/how easy is to get items/soloing stuff.
Want to go back to the 2004 old lot system for the "accomplishment" feeling of 24-72hrs camping/1 year for 1 single item, (dalmy ,armada haub .etc)
YET they expect to get a toci in a 3 days with 100 pils runs There is a large difference between expecting to get something quickly, and 6 people going 0/200 each. After that... gibberish.
Server: Odin
Game: FFXI
Posts: 211
By Odin.Almont 2012-01-11 08:34:56
The more I read about this event, the less I want to participate in it. I understand MMOs are designed to be a time sink and all but there's got to be a line between an acceptable amount of time spent for the expected reward and a totally ridiculous amount of time epxected.
The statements from the Dev Team feel a lot like them telling us "you aren't doing this content the way we think you should so we'll be adjusting things to try and bring your play more in line with what we originally wanted."
Not even going to bother with commentary on Relic vs. Empyrean weapons, I guess. There's no real point.
Server: Leviathan
Game: FFXI
Posts: 420
By Leviathan.Jackieolivas 2012-01-11 09:29:53
The statements from the Dev Team feel a lot like them telling us "you aren't doing this content the way we think you should so we'll be adjusting things to try and bring your play more in line with what we originally wanted."
Believe it or not, this statement is the reason BLU exists. I say this because, if you will notice, BLU is what they originally intended RM to be. The hybrid Fighter/Caster class with a "jack-of-all-trades" vibe to it. They started to create the concept of BLU when folks started playing RDM more like BLM with nuke/DOT/kite fights.
More on-topic:
Think back to before the level cap was raised past 75. How much fun would people have had, or even how often would people have spent so long farming pops in Sky zones if Abjurations, Kirin's Osode, Seiryu's Kote, and Byakko's Haidate had drop rates that were as abysmal as the rates for T3 bodies and HQ weapons? Remember, at the time, these items were seen as "the pinnacle" in-game.
The same can be said of Ground Kings. Each pop would yield something of value to someone. Whether it was a body Abjuration, a lower tier Abjuration, or even just a Black Belt quest item. There was something
to be had. The main beef everyone has with Logwatch is that there is no built in factor like that. Just logs... Lots and lots and LOTS of logs.
Just some food for thought...
Server: Odin
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By Odin.Almont 2012-01-11 09:38:21
I doubt that's the reason they added BLU, but it's neither here nor there and I don't want to derail the thread.
Carbuncle.Kerokun
Server: Carbuncle
Game: FFXI
Posts: 488
By Carbuncle.Kerokun 2012-01-11 09:38:45
Step 1: 0/300+ on Kaggen and/or Qilin.
Step 2: Sell hundreds of Heavy Metal for millions.
Step 3: Complain about it.
It takes a while to get what you want, but there's little sense in arguing when the game keeps feeding you money and the chance to buy the gear you want, if only in a knock-off form until you can get lucky enough to get the real thing.
Also, keeping track of the number of an NM you do is only going to make it appear to drag out for longer. Something something Leaping Lizzy 0/150+.
With the idea of re-doing previous endgame like Dynamis and giving new purpose to relics and mythics, you could very well be earning money toward a relic or a mythic. But when you go and do a VWNM with the sole purpose of getting that item and not getting it, you set yourself up for disappointment. Psychology, etc.
Actually, I think it's more of a throwback to how it used to be before Abyssea. You rarely got gear. Even if you worked hard, things like DKP stood as a problem and shat in the faces of people who couldn't be on every day and sometimes even then, you weren't rewarded. But when you got something, O how victorious it was. And that's how Voidwatch is. Coming out of Abyssea, however--where it's possible to put in a few hours of work and get something to show for it--it looks horrendous! D: Oh, how dreadful, the drop rates. The difference being with Voidwatch and pre-Abyssea events is that you can vie for gear/money without the solid support of an entire linkshell.
And before I'm labeled as someone who hasn't had the harsh luck that Voidwatch seems to put out, I'm down to my last 10 stones and the only major rare/ex items I have to show for it is Ace's Mail, Anhur Robe (which I don't play mage jobs at all anymore), and maybe Ogier's Breeches if you consider that a rare drop--which I don't. Oh, and the tens of millions I've made from drops. That's certainly not good enough of an incentive to keep going, though. /sarcasm
Finally, compare +2 sets from Abyssea with the bodies from Voidwatch. The Empyrean +2 sets are EVERYWHERE. It doesn't feel special at all. But the Voidwatch bodies, awww yeah.
By Brolli 2012-01-11 09:48:43
sorry but i don't expect to get a toci harness by just doing ,100 pils runs in just 2 or 3 days , don't expect a toci just right away, anyone getting items sooner than that it just luck,
It's just ironic how people
About the game being very easy now/how easy is to get items/soloing stuff.
People want a fair reward for a fair amount of difficulty and time invested. Difficulty through (mass) repetition does not make it difficult. thats what im talking about... people make it so big and dramatic like OMG IM 0/100 0/200 0/10000000000000000000000000, but made all those runs in 3 days only..
Leviathan.Hohenheim
Server: Leviathan
Game: FFXI
Posts: 3351
By Leviathan.Hohenheim 2012-01-11 09:53:27
I don't know about carby, but it seems like every gimp on levi has a mekira and a hekas, except for anyone I know.
And heavy metal plates is hardly a good way of making gil for a relic or mythic...I've gotten 4 total and I'm 600 alexandrite away from 30,000 :<
VW is still ***.
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Leviathan.Hohenheim
Server: Leviathan
Game: FFXI
Posts: 3351
By Leviathan.Hohenheim 2012-01-11 09:55:01
sorry but i don't expect to get a toci harness by just doing ,100 pils runs in just 2 or 3 days , don't expect a toci just right away, anyone getting items sooner than that it just luck,
It's just ironic how people
About the game being very easy now/how easy is to get items/soloing stuff.
People want a fair reward for a fair amount of difficulty and time invested. Difficulty through (mass) repetition does not make it difficult. thats what im talking about... people make it so big and dramatic like OMG IM 0/100 0/200 0/10000000000000000000000000, but made all those runs in 3 days only..
with a finite amount of stones yeah... once they're gone inc. -20-30k more a run on top of wasted potential in cells.
Carbuncle.Kerokun
Server: Carbuncle
Game: FFXI
Posts: 488
By Carbuncle.Kerokun 2012-01-11 09:57:36
Leviathan.Hohenheim said: »I don't know about carby, but it seems like every gimp on levi has a mekira and a hekas, except for anyone I know.
And heavy metal plates is hardly a good way of making gil for a relic or mythic...I've gotten 4 total and I'm 600 alexandrite away from 30,000 :<
VW is still ***. The few millions that I've gotten solely from Heavy Metal beg to differ.
Maybe you need to gimp out a little before you get your Mekira. D: For srs, random number generator chooses who it wants.
Lakshmi.Byrth
VIP
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By Lakshmi.Byrth 2012-01-11 09:58:13
If you could kill Pil in 15 minutes average, 100 Pils would take 25 hours. But people leave, unweaken, re-stone, chest takes time to depop, etc. So lets say you have 30 minutes of delay every four. Now we're up to 37.5 hours.
Why should 3x 12.5 hour days of spamming Pil not reward you with a decent WS body on average?
Leviathan.Hohenheim
Server: Leviathan
Game: FFXI
Posts: 3351
By Leviathan.Hohenheim 2012-01-11 09:58:58
Carbuncle.Kerokun said: »Leviathan.Hohenheim said: »I don't know about carby, but it seems like every gimp on levi has a mekira and a hekas, except for anyone I know.
And heavy metal plates is hardly a good way of making gil for a relic or mythic...I've gotten 4 total and I'm 600 alexandrite away from 30,000 :<
VW is still ***. The few millions that I've gotten solely from Heavy Metal beg to differ.
Maybe you need to gimp out a little before you get your Mekira. D: For srs, random number generator chooses who it wants.
No ***, random number generator.
I bet I can make more gil faster than you make gil from heavy metal plates too.
By Latifah 2012-01-11 09:59:46
i did akvan 13+ times the last 2 days and half, very comfy. I don't think i deserve one yet till i put real effort and time on it, just saying
Carbuncle.Kerokun
Server: Carbuncle
Game: FFXI
Posts: 488
By Carbuncle.Kerokun 2012-01-11 10:01:34
Leviathan.Hohenheim said: »Carbuncle.Kerokun said: »Leviathan.Hohenheim said: »I don't know about carby, but it seems like every gimp on levi has a mekira and a hekas, except for anyone I know.
And heavy metal plates is hardly a good way of making gil for a relic or mythic...I've gotten 4 total and I'm 600 alexandrite away from 30,000 :<
VW is still ***. The few millions that I've gotten solely from Heavy Metal beg to differ.
Maybe you need to gimp out a little before you get your Mekira. D: For srs, random number generator chooses who it wants.
No ***, random number generator.
I bet I can make more gil faster than you make gil from heavy metal plates too. Yes, but can you try for a great rare/ex body while making decent money?
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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