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[Dev] Voidwatch: Response to Feedback
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 10:04:50
Bodies are fine to try for, but anyone seriously trying to get an HQ weapon is facing odds that are probably similar to winning a high rank mog bonanza prize. I think anyone who puts in enough time will eventually end up with a body, I think you have a low chance of getting an HQ weapon through regular VW spam for an entire year. I don't see why they made the drop rates on them so obscenely low, none of them are game breaking or anything, dagger is a decent upgrade sure, but it's going to be less time investment to make a 95 mandau+twashtar more than likely before you get a coruscanti.
Leviathan.Hohenheim
Server: Leviathan
Game: FFXI
Posts: 3351
By Leviathan.Hohenheim 2012-01-11 10:06:46
Carbuncle.Kerokun said: »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?
As I said before, I can make gil faster than VW. It's hardly decent money.
Server: Odin
Game: FFXI
Posts: 211
By Odin.Almont 2012-01-11 11:00:48
Carbuncle.Kerokun said: »With the idea of re-doing previous endgame like Dynamis and giving new purpose to relics and mythics What new purpose?
Carbuncle.Kerokun said: »Actually, I think it's more of a throwback to how it used to be before Abyssea. You rarely got gear. That's a little overstated. Like you said yourself, with the way drops work in Abyssea people were getting gear they wanted more regularly but it's not like the good gear was super rare before that. Really, the first event where we got to experience the fun of grinding endlessly for the chance at random and horrible droprates was Salvage.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 11:03:21
I actually get far more gear than I used to back at 75 via VW, but the sheer randomness of it makes it nearly impossible to guarantee yourself a drop you are after without extreme amounts of hours wasted. Overall it does provide more drops than old content, the RNG based drop system combined with the inability to distribute your loot among people is what truly *** voidwatch.
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 12:02:43
I do Qilin because getting Lux Pugio is supposed to be faster than finishing this stupid trial dagger.
However I'm 0/24~ on it, got Curaga V my first time (how inspiring), and 5 Houyi's Gorgets in a row (but none other than that).
Apparently going 1/2 on Heka's Kalasiris with RDM as my only "main" mage job did eat all my luck, and it wasn't just a theory.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 12:31:10
0/24 is nothing. You really can't complain about not getting even the common drops until you reach 100+. It probably took me 120 or so until I got my lux pugio, don't really remember.
By Skylark1 2012-01-11 12:49:56
I'm about 0/73 on Lux Pugio, but 1/single digits on supposed "rare" items. Random VW is Random.
Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-11 12:57:33
Still dunno why people keep bringing up the past when comparing things to present day XI. I think everyone here realizes that the old system was archaic, painful and designed to facilitate RMT/3rd party behavior yet that somehow gives Voidwatch a pass to be slightly better and therefore be dubbed a successful improvement? The stockholm's responses that come from some people...
It's 2012 and there is little excuse for the 'well its an MMO' card. There are superior ways to build timesinks and none of them include this random drops to infinity. Voidwatch has become the only thing worth doing in XI (if you already cleared Abyssea) and the system is designed to frustrate people into quitting the game. Apparently the bottom line doesn't matter and as usual SE can't tell when something is a potential powder keg waiting to explode but no worries, they'll deliver those improvements once things cross the point of no return and they declare themselves visionaries.
There are so many ways SE could drag this system out to span the 3~ months they need to hammer out a new patch yet instead of doing something it's back to the Tanaka responses of 'yeah.. maybe we'll do this' which means 9 months later you'll get a minor tweak. Relic/Emp/Mythic trials are still under testing why exactly? It's been nearly a month since the last patch. Just release them so everyone can see 250 wardens, 750 riftdross/cinder and 100 ADLs so the rage can simmer to the surface.
SE some time from now said: 'We've eased the requirements of these trials due to player input on the topic however we did not want to undercut the massive undertaking of completing these powerful weapons.'
Point systems, 'add to pool' (who cares if people merc drops, big LS are dead) or even drop-trading would be improvements but SEs response is to take in the complaints and somehow arrive at the conclusion that procs need to be less important (cause white !! didn't annihilate any strategic value procs had), temps need to be adjusted (because the newest top tier mobs don't need temps to avoid oneshots) and drops need to be destroyed (because everyone will empty the loot box to speed up runs).
You can't make up this level of incompetence.
And then there's the whole WoE thing that no one does outside JP time cause the loot is pretty uninspiring.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2012-01-11 13:23:23
I feel the success of Voidwatch is in the fact that it makes shout groups work. If they make the drops "poolable" everyone will get what they want faster, and the need to do it with shout groups will be nill. I'm not saying I don't hate the sickeningly bad drops and wish I could get all the items magically right away.... I'm just saying I understand that the system works. I understand that if they "fix" voidwatch it'll kill the event faster. Then those retards will have to write actual content again faster.
Server: Leviathan
Game: FFXI
Posts: 1907
By Leviathan.Quetzacoatl 2012-01-11 13:24:00
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 Um, Duh? Nice try at that potshot if you thought I didn't know that. However...
Lol I guess bravura falls into apoc category, apoc < ragnarok for raw dmg.
If I could I'd have both Apoc and Ragna
Quetzalcoatl.Zagam
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-11 13:26:36
Lakshmi.Sparthosx said: »Still dunno why people keep bringing up the past when comparing things to present day XI. I think everyone here realizes that the old system was archaic, painful and designed to facilitate RMT/3rd party behavior yet that somehow gives Voidwatch a pass to be slightly better and therefore be dubbed a successful improvement? The stockholm's responses that come from some people...
I don't get why you constantly bring up the same point over and over and over. We get it, anyone that doesn't agree with 100% of your opinion has a disease. Can you move on now?
I loved the archaic game, didn't mind aby era to much and actually enjoy voidwatch and the drop rates. I love all the QQ more though.
So if I pay the big bad tanaka for a game I like to play and spend free time on, and you pay tanaka for a game you hate what disease do you have then?
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Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 13:28:51
Anyone who says that they enjoy the drop system in VW is deranged and needs a mental evaluation, though I would say the same to those of us who continue to pay for this garbage game.
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Leviathan.Phenomena
Server: Leviathan
Game: FFXI
Posts: 1922
By Leviathan.Phenomena 2012-01-11 13:30:57
I feel the success of Voidwatch is in the fact that it makes shout groups work. If they make the drops "poolable" everyone will get what they want faster, and the need to do it with shout groups will be nill. I'm not saying I don't hate the sickeningly bad drops and wish I could get all the items magically right away.... I'm just saying I understand that the system works. I understand that if they "fix" voidwatch it'll kill the event faster. Then those retards will have to write actual content again faster.
it doesnt work. there should be a "Max" amount of effort 1 person should put into a single nm before he gets the drop. im saying if at 100 kills of the nm you don't get the drop. you should be able to talk to a npc and get the item for your efforts on killing the nm. i mean they can make it where everytime you kill the nm you get a token. at 100 pil tokens you turn it in to a npc and get teh armor you want. thats all.
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By Fupafighters 2012-01-11 13:44:40
Phoenix.Dramatica said: »Anyone who says that they enjoy the drop system in VW is deranged and needs a mental evaluation, though I would say the same to those of us who continue to pay for this garbage game. It's a great feeling when you get stuff and others don't though lol...I just haven't seen any of the damn bodies or weapons :/ And I did do 20 qilin back to back and got not even a pouch about a week ago.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2012-01-11 13:45:52
Leviathan.Phenomena said: »I feel the success of Voidwatch is in the fact that it makes shout groups work. If they make the drops "poolable" everyone will get what they want faster, and the need to do it with shout groups will be nill. I'm not saying I don't hate the sickeningly bad drops and wish I could get all the items magically right away.... I'm just saying I understand that the system works. I understand that if they "fix" voidwatch it'll kill the event faster. Then those retards will have to write actual content again faster. it doesnt work. there should be a "Max" amount of effort 1 person should put into a single nm before he gets the drop. im saying if at 100 kills of the nm you don't get the drop. you should be able to talk to a npc and get the item for your efforts on killing the nm. i mean they can make it where everytime you kill the nm you get a token. at 100 pil tokens you turn it in to a npc and get teh armor you want. thats all.
I'm not saying that I don't agree with you. I'm saying that from a game developer standpoint the "rats keep hitting the feeder bar for more". Everyone *** about the event and feels like they get less drops than everyone else. Yet when a shout for Gaunab comes up...... people jump all over that shout like they're offering *** flashes.
I don't think it works in the sense of everyones happy. I think it works in the sense of keeping the sheep docile and orderly. This is 1984, we're the proles, SE is big brother and Tanaka is O'brien. Keep in line and enjoy!
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Server: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-11 13:47:06
Quetzalcoatl.Zagam said: »I don't get why you constantly bring up the same point over and over and over. We get it, anyone that doesn't agree with 100% of your opinion has a disease. Can you move on now?
I loved the archaic game, didn't mind aby era to much and actually enjoy voidwatch and the drop rates. I love all the QQ more though.
So if I pay the big bad tanaka for a game I like to play and spend free time on, and you pay tanaka for a game you hate what disease do you have then?
It isn't my fault if the same point fits SEs idiotic moves repeatedly. You can give them credit for being consistent at creating frustration in their playerbase however.
If you're going to defend Voidwatch as something worthy of praise then yes, I challenge you to prove that you aren't suffering from Stockholm's when the overwhelming response globally is that while the system may be 'fun' (because it isn't liquify instantly a la Abyssea) it boils down to HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE grind that becomes frustrating after mob kill #611. You can say 'Voidwatch is fun' without much repercussion but to go further and assert that this system 'provides challenge, is superior to Abyssea or tests true players' is SE apologist ***.
I figured to stick around to see how bad the 99 ultimate weapon trials would be but it seems SE can't even get that done before February. Can't wait for them to punch the base in the crotch with the requirements and this coming from someone with a Daurdabla.
I wanted to play FFXI for the sake of having fun w/friends but SE is doing their best to chase people off and if that's how its going to be then I have no further reason to partake in Tanaka's insanity and so I cancelled my account. I can still login via a friend if I ever feel like screwing around for a few hours in XI.
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Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 13:52:39
Phoenix.Dramatica said: »0/24 is nothing. You really can't complain about not getting even the common drops until you reach 100+. It probably took me 120 or so until I got my lux pugio, don't really remember.
Well, I'll be at x/100 by 2014, looking forward to it, then I can become holier-than-thou to some people
Quetzalcoatl.Zagam
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-11 14:28:21
Lakshmi.Sparthosx said: »[
It isn't my fault if the same point fits SEs idiotic moves repeatedly. You can give them credit for being consistent at creating frustration in their playerbase however.
Are you expecting a different result? I think theres a word for that....
There is no way to prove I don't have it, in your mind anyone that enjoys this game has it. Hell, I probably do, but at least I enjoy the game. You on the other hand, do have it. The difference is you're in denial. And don't feed me that bs that you'll quit, You're the type that will be here until the plug is finally pulled. Complaining every step of the way, hand in hand with runespider.
And overwhelming response? anyone that's ever worked in customer service knows they get 1 positive feedback vs 10's or 100's of complaints. It's human nature to complain, some like you are more vocal then others but taking the few hundred posters that hash the exact same complaints over and over vs the many thousands of players you can't seriously think you have the OVERWHELMING majority.
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2012-01-11 14:30:43
Phoenix.Dramatica said: »0/24 is nothing. You really can't complain about not getting even the common drops until you reach 100+. It probably took me 120 or so until I got my lux pugio, don't really remember. Well, I'll be at x/100 by 2014, looking forward to it, then I can become holier-than-thou to some people
Want a laugh? Search for "owned" coruscanti's.
Bahamut.Serj
Server: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2012-01-11 14:38:48
News flash, official forums shows that that opinion is the overwhelming majority throughout the playerbase from all regions.
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 14:42:48
There is no way that you can deny that the majority of the play base isn't happy with the current voidwatch drop system and distribution. I can't even recall when I have last seen such a bad response to an FFXI system in the past. The only reason it's popular, is because it's one of very few relevant FFXI events.
Bismarck.Eburo
Server: Bismarck
Game: FFXI
Posts: 1377
By Bismarck.Eburo 2012-01-11 14:45:50
Phoenix.Dramatica said: »0/24 is nothing. You really can't complain about not getting even the common drops until you reach 100+. It probably took me 120 or so until I got my lux pugio, don't really remember. Well, I'll be at x/100 by 2014, looking forward to it, then I can become holier-than-thou to some people
Want a laugh? Search for "owned" coruscanti's.
33? :x
Though the drop rates are terribad, I think the Voidwatch loot system is perfect, with the exception that we have yet to remove items from the box that we already have/don't want. (Yes I know this is coming)
Quetzalcoatl.Zagam
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-11 14:51:07
Phoenix.Dramatica said: »There is no way that you can deny that the majority of the play base isn't happy with the current voidwatch drop system and distribution. I can't even recall when I have last seen such a bad response to an FFXI system in the past. The only reason it's popular, is because it's one of very few relevant FFXI events. Nope, no one ever complained about going YEARS in dynamis for bad drops or salvage or sky or hnms or ...... the only reason why there's more complaints now is there's more outlets to voice complaints, add on top coming of the abyssea hangover and that fact it one of a few things to do makes it an easy target.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-11 14:53:57
The difference between those things and VW is availability. Sky NMs had a 4-8 hour repop with a single drop. Salvage you could only go once a day. Dynamis once every three days. HNMs once a day, if you were lucky enough to get claim. We can fight 12 Pils in the span of two hours and get zilch.
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VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-11 14:57:05
People will cry until they get what they want
An event that hands out the most powerful gear in the game for little to no effort at all.
I personally hope they cry for years, I like the system just as it is. Personally think we use temp items too much though, minor complaint for me.
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Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-11 14:59:16
Personally, I'm just bored of smash, proc, smash, repeat.
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Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 15:00:05
Voidwatch has nothing to do with effort or reward, it's simply playing the lottery and hoping you win. More people need to understand this and realize the flaws. Also everything besides HNMs was extremely obtainable within a reasonable amount of time with a lowman group. I'm excluding HNMs due to requiring good bots/manpower to have ideal claim chances. Sky, limbus, dynamis, etc. were all reasonable systems that had tangible goals that you would reach eventually without playing nearly as severe of a lottery game. You only needed 6(or less) people to efficiently farm all of them at 75 as well.
Phoenix.Sehachan
Server: Phoenix
Game: FFXI
Posts: 13352
By Phoenix.Sehachan 2012-01-11 15:06:14
I like doing the event, rewards aren't that outstanding to make me care enough to cry about it.
I still think that adding to the already existing drop system a point based system à la Assault would be the best idea(could be based on paths, hell even on specific mobs if they want so bad for people to fight them all).
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-11 15:08:22
Point system would be excellent, but SE is far too lazy to take the time to add something new to their system like that. The best I would hope for is them finally giving in and allowing you to distribute rare/ex drops to alliance loot pool.
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Quetzalcoatl.Zagam
Server: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-11 15:09:42
Phoenix.Dramatica said: »Voidwatch has nothing to do with effort or reward, it's simply playing the lottery and hoping you win. More people need to understand this and realize the flaws. everything in a MMO is a lottery , more people need to understand its a business designed to keep timesinks and you keep paying.
And Tikal is proving my point. There are currently more Mekira Meikogai out there then defending rings. You can spam as much as you want, voidwatch as a design is much better then any of the past time sinks. but yet still not good enough. Still not logging in and collecting the items from the moogle the day of the patch. Damn this game sucks so bad blah blah tanaka blah barance blah blah brb going to rage quit and still play for years but complain about it.
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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