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[dev1075] Voidwatch Adjustments
Server: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-02-03 14:09:07
I'd wager that people will end up buying high value slips for prices around that much tbh, at least 5mil.
By Chyula 2012-02-03 14:33:01
even at 5 mil its is still too low, I rather kill 100-200 zilart T3 for pouches than hope for a body drop.
Cerberus.Sephrin
Server: Cerberus
Game: FFXI
Posts: 656
By Cerberus.Sephrin 2012-02-03 14:50:25
If anything this ticket system will make players do more VW. Especially since you'll be able to sell coveted items for some serious gil.
I see what you did there SE, throwing the line back out with delicious shrimp, curses! /hooked
Fenrir.Jmbooz
Server: Fenrir
Game: FFXI
Posts: 14
By Fenrir.Jmbooz 2012-02-03 15:13:14
This is a bad idea when all they have to do is give the person that has said item the option to put it in pool and only when they already have the said item.
Cerberus.Sephrin
Server: Cerberus
Game: FFXI
Posts: 656
By Cerberus.Sephrin 2012-02-03 15:36:08
This is a bad idea when all they have to do is give the person that has said item the option to put it in pool and only when they already have the said item. That would be not be any better in trying to keep the content alive longer. Which is what SE is trying to do, keep it going.
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2012-02-03 15:41:50
I don't see the issue on why it is or isn't a bad fix. People complain about how unlucky they are or how fortunate they are. So the dev team tries their best to make a solution that doesn't render VW useless. The people that get lots of tickets are the ones doing VW, but you know, in the end, people that never touched VW will have bodies. Gil talks.
You're playing a game for fun, and in that fun is a lot of luck. Or... unlucky as fate should have it. I guess I just object to people getting all tight-pants *** crazy about things that SE feels is a fair fix. Give them some credit.
/jumps of soapbox
/applies flame retardant gel
By Drjones 2012-02-03 15:56:39
The problem is that the dev team's best effort is generally a pile of road apples.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4945
By Cerberus.Tikal 2012-02-03 16:11:42
By mortontony1 2012-02-03 16:18:42
Really don't want to read through 3 pages of stuff, so I'll hope this hasn't been already said. I can imagine this to bring a lot more people to VW. If someone already has all r/e items from an NM and theres a shout group for that NM, that person would then be able to jump in and not have to just drop an item he already has. If it's a spam and he gets say 2 tickets, he can sell/trade those tickets for gear he wants. It won't be everyone spamming one NM over and over because you'll be able to get progress towards whatever you want else where.
Leviathan.Draylo
Server: Leviathan
Game: FFXI
By Leviathan.Draylo 2012-02-03 16:26:43
To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone.
but why!
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2012-02-03 16:29:38
You have no idea how thrilled I am that someone actually knew that! When they think of the author its always Zim. Meh.
Cerberus.Tikal
Server: Cerberus
Game: FFXI
Posts: 4945
By Cerberus.Tikal 2012-02-03 17:09:02
JTHM was a fundamental part of my young adulthood. Zim was cool, but Nny was the man.
Server: Fenrir
Game: FFXI
Posts: 11680
By Fenrir.Nightfyre 2012-02-03 23:25:21
Well that's the thing Sylow >.> not everyone is greedy and out for gil
I'd be more happy giving a ticket to a linkshell member or friend than getting a quick 5-10 mil. Please spare us the appeal to emotion.
Didn't see it posted here:
Camate said: Hey everyone.
I followed up with the development team to get an answer as to whether or not you need to already possess the rare/ex item to obtain a ticket. They said that you will in fact need to have the item in your possession and they are not planning to make it so you can give a ticket to someone else when you could obtain the actual item.
Also, to clarify the original post; each piece of gear will have their own ticket (and I've amended the original post for clarity). I've also seen questions about "will this apply to Heavy Metal Plates, too?" and the answer is no, this is currently planned for equipment pieces only. link
Oooooooooook then.
Bismarck.Gaspee
Server: Bismarck
Game: FFXI
Posts: 1351
By Bismarck.Gaspee 2012-02-03 23:30:07
To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone. Not true! /pouts
Bismarck.Altar
Server: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2012-02-03 23:57:44
I see this more of a fix for people who have, for some unknown reason, the worst possible luck getting "common" drops, as opposed to bodies/flashy weapons. I've seen screenshots of the person who's gotten a 2nd Toci Harness while trying to get the Sollerets, and I know people who have had no luck getting Thf boots from qilin, while I've tossed like 4 pairs
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-04 00:13:14
Ikes dancers! To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone.
but why!
No one likes Dancers!
Phoenix.Bomber
Server: Phoenix
Game: FFXI
Posts: 457
By Phoenix.Bomber 2012-02-04 00:26:06
"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."
This guy deserves a royal round house kick in the nuts or face lol what a F-ing stupid suggestion... way to waste DEV's shots at questions/suggestions
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2012-02-04 01:22:00
...should still be able to take them down without a Ukko WAR, Vere MNK, Myrrh DNC or a Thooper-shield PLD without REALLY good stagger times. They say it's meant to be done without the best gear, alas, Pil disagrees.
By Fupafighters 2012-02-04 01:28:32
Ragnarok.Nekonarf said: »You over look what it does for the system, let me give you a proper scenario.
Player A has a Toci's Harness but is after the feet that Pil drops.
Player B is 0/whoknows on Toci's but keeps getting feet.
Player A gets another Toci's harness and takes it as a ticket instead of letting it floor.
Player B gets the feet and takes it as a ticket.
Both player A and player B trade tickets and go appraise them for proper item, both players are now happy. Player A only offers ticket for 10 mil reward. lol. Player B rage quits.
Bismarck.Markas
Server: Bismarck
Game: FFXI
Posts: 506
By Bismarck.Markas 2012-02-04 01:32:18
@Kalilla, plese keep new banner for all future postings...
Lakshmi.Greggles
Server: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2012-02-04 01:34:46
Considering that a lot of the complaining about VW's loot system on the OF(as far as I noticed, anyway) was "QQ my friend got the item I wanted 2038975023502 times while I never got it", it's no wonder they did it this way really.
Shiva.Keyera
Server: Shiva
Game: FFXI
Posts: 217
By Shiva.Keyera 2012-02-04 01:48:40
Adjustment is in the right direction at least. can't some people be happy with it?
No, it's not perfect, ie:
-Someone who has no need for the gear gets the drop, but didnt already have one >>> no ticket
-People dont tend to do the same NM after getting the sexy drops
That's about it really.
But it IS a small mend, and something we can look forward to (at least i am). though i'd prefer a different amount of tickets required for different items and/or 1~3 tickets.
Asura.Myrrh
Server: Asura
Game: FFXI
Posts: 280
By Asura.Myrrh 2012-02-04 04:50:20
Ikes dancers! To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone.
but why!
No one likes Dancers!
LODNC!! D:
By volkom 2012-02-04 04:59:51
Ikes dancers! To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone.
but why!
No one likes Dancers!
LODNC!! D: LOLDNC!! D:
VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-02-04 08:52:54
Well that's the thing Sylow >.> not everyone is greedy and out for gil
I'd be more happy giving a ticket to a linkshell member or friend than getting a quick 5-10 mil. Please spare us the appeal to emotion.
Didn't see it posted here:
Camate said: Hey everyone.
I followed up with the development team to get an answer as to whether or not you need to already possess the rare/ex item to obtain a ticket. They said that you will in fact need to have the item in your possession and they are not planning to make it so you can give a ticket to someone else when you could obtain the actual item.
Also, to clarify the original post; each piece of gear will have their own ticket (and I've amended the original post for clarity). I've also seen questions about "will this apply to Heavy Metal Plates, too?" and the answer is no, this is currently planned for equipment pieces only. link
Oooooooooook then. >.>
Server: Asura
Game: FFXI
Posts: 510
By Asura.Vrytreya 2012-02-04 09:03:41
So, they took my idea and BALANCE it further without giving me any credit.
sigh, typical.
Somebody make some card crusher based on this.
Bahamut.Nipun
Server: Bahamut
Game: FFXI
Posts: 25
By Bahamut.Nipun 2012-02-04 20:09:28
True. I was first against it, but as more details are coming our way it seems that in a way they are trying. As for me Ive gotten Akvan 1/4 on the body and for Pil 1/30 on the body as well. I just go in not to expect anything and I only trade the rub cells, nothing else. Only reason why I like VW is that it utilizes every job for the most part though Pup gets shafted lol Will be looking forward for more information.
I don't want to make this topic again, do not start any trouble please.
Thank you! |
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.
| |
02-01-2012 12:25 PM | Camate | Community Rep | |
| Howdy!
I bring some news regarding the Voidwatch loot system, which I think you all will appreciate quite a bit.
The development team has been well aware of all of your frustrations when you friend hears you receive an item that they have been after for some time, but you are unable to pass it to them and have no choice but to toss it.
They have been looking into adjustments to the reward system extremely carefully to preserve the benefit of each person receiving a personal reward when participating, instead of having to lot against others. As a result, they are thinking about implementing the below type of system.
In the event that a rare/ex item drops to you when you already possess the item, it will be possible to exchange that item for a ticket (name pending)
Once you obtain a certain amount of these tickets, it will be possible to exchange them for their respective rare/ex item. (*edited at 3PM 2/2/2012)
*There will be different types of tickets for different items and you will need to collect the respective ticket for the item you would like.
*The required number of tickets is still being looked into and there is a possibility of change, but currently we estimate it to be about 5~6.
Tickets will be tradable and sellable.
The development team feels that this will not destroy the meaning of having personal rewards, and though the drop rate balance will not be changed, even if you continue to have bad luck obtaining the item you wish, by collecting the tickets from your friends you will eventually be able to obtain the item.
Since there are a lot of rewards items, meaning a large amount of tickets to be created, we will start off by looking into implementing the hard to get items first. Please understand that it will take some time before this is all implemented. | |
02-02-2012 04:47 PM | Camate | Community Rep | |
| Hey everyone.
I followed up with the development team to get an answer as to whether or not you need to already possess the rare/ex item to obtain a ticket. They said that you will in fact need to have the item in your possession and they are not planning to make it so you can give a ticket to someone else when you could obtain the actual item.
Also, to clarify the original post; each piece of gear will have their own ticket (and I've amended the original post for clarity). I've also seen questions about "will this apply to Heavy Metal Plates, too?" and the answer is no, this is currently planned for equipment pieces only. | |
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