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[Dev] Delve Updates, Holding Times & Bosses
Server: Bahamut
Game: FFXI
Posts: 128
By Bahamut.Jaggerjack 2013-05-07 19:42:25
the hell good thing i got all ki's >.<
By Lye 2013-05-07 19:47:34
5/6 on KI's and I haven't seen a "weakness" exploited yet.
I hope this leads to better sharing of information.
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Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 19:47:36
They're under the impression that geared groups who are farming these NMs for beads will altruistically help noobs by inviting them for clears.
It gives me a headache that they think this happens even in JP groups.
Just...holy ***. I'm just at a complete loss for words to describe this.
By Angeljcar 2013-05-07 19:48:29
Every time i hear Zerg i always think of toy story 2
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Server: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-05-07 20:00:36
I want to know how they decided on twenty minutes to begin with...at least I know they didn't use NNI's RNG to get 20, but other than that... everything else in this game is 15/30/45/60 so 20 is the new 30?
But let's run with that...so
1. take mob that flips out in 20 minutes.
2. take 5 different kinds of mob in #1
3. The chance at a chance to possibly eliminate up to 3 of these mobs by outside shard fight.
4. kill 2-5 of these mobs, any fodder en route, and kill megaboss all within 45 minutes, using effective/optimal/bold new strategies.
5. Get shiney new gears.
6. REPEAT
OR/AND
7. Invite players that can't win to help them win.
Whatever SE was smoking on 4/29 apparently was not good enough and they upgraded to something more potent. Or we are all terrible players and should have already plowed through delve content in a week. Even assuming you killed like all the nms in like 5 minutes each that would still only leave you maybe 10-15 to kill the boss at best?
Sign me up for charity delve runs to help challenged players. I'm probably one of them o_O
Lakshmi.Greggles
Server: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2013-05-07 22:06:51
Honestly, when you have the "quirks" figured out, NMs just melt in 10-12 minutes with a decent zerg setup, a few even without delve weapons.
There's no reason you need over 20 minutes for any of these NMs really once you figure everything out.
I'm betting even traditional setups will succeed with the right tactics while exploiting their quirks.
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-07 22:36:53
Leviathan.Kincard said: »They're under the impression that geared groups who are farming these NMs for beads will altruistically help noobs by inviting them for clears.
It gives me a headache that they think this happens even in JP groups.
Just...holy ***. I'm just at a complete loss for words to describe this.
Oh, this solution is so easy, though. Just make bead drops 100% when someone without the KI gets it.
Carbuncle.Xenhas
Server: Carbuncle
Game: FFXI
Posts: 664
By Carbuncle.Xenhas 2013-05-07 22:39:18
Now, a lot of these tactics are non-optimal and arguably wastes of time compared to zerging. But, for the first time in years fighting reminded me of the old ffxi days against sky gods and ground kings. I didn't care if there was a "better" strategy because it was fun to just jump in and fight it out.
We kited a turtle around a rock, running behind it to SATA WS and there was a point were it stomped 10 people dead! *** old-school
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Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-07 22:44:13
Skirmish, so much potential, wasted before people barely got to say potential.
DELVE ALL THE TIMES
Shiva.Gib
Server: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-07 22:46:07
how about give it a 45 min Rage timer and have 3 Pop spaces?
cause seriously, I enjoy it as it is now, the zerg crap is getting so old
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-07 22:47:29
how about give it a 45 min Rage timer and have 3 Pop spaces?
cause seriously, I enjoy it as it is now, the zerg crap is getting so old
They've already said "no" to more pop spots.
Lakshmi.Greggles
Server: Lakshmi
Game: FFXI
Posts: 728
By Lakshmi.Greggles 2013-05-07 22:54:14
how about give it a 45 min Rage timer and have 3 Pop spaces?
cause seriously, I enjoy it as it is now, the zerg crap is getting so old
I like this solution; they did the same thing in Abyssea. However, -now-, they're concerned about lag.
Ragnarok.Takagi
Server: Ragnarok
Game: FFXI
Posts: 74
By Ragnarok.Takagi 2013-05-07 23:27:08
With that said, making a 100% drop rate for Yggzi Beads or increasing the drop rate would make it difficult for newcomers, so currently we do not want to do this.
Wouldn't increasing the drop rate on beads actually HELP more players get the KI's? If the bead drop rates were 100%, you would probably see people shouting "3 field NM + Fracture run, Do you need it?". Once you get the KI from the field NM, the only real reason to repeat these is the beads (or the very small chance to save a bit of plasm I guess). But since the drop rates are so low, and only 1/18 people can get the bead, it will be hard to convince 17 other people to join unless they can be guaranteed a spot in your fracture run (whenever you manage to actually get 2 other beads). Or they could actually have the bead free lot, but the drop is bad enough as it is, so I don't really see people wanting to do that.
Shiva.Gib
Server: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-07 23:50:15
5/6 on KI's and I haven't seen a "weakness" exploited yet.
I hope this leads to better sharing of information.
I think I hit a weakness on crab tonight
Sylph.Jkun
Server: Sylph
Game: FFXI
Posts: 175
By Sylph.Jkun 2013-05-07 23:56:28
5/6 on KI's and I haven't seen a "weakness" exploited yet.
I hope this leads to better sharing of information.
I think I hit a weakness on crab tonight
iirc when we did Crab if you time your WSs/hits/magic between his TP hits, they do a ton of damage. Like trying to proc Ironclads in Abyssea.
Carbuncle.Jashin
Server: Carbuncle
Game: FFXI
Posts: 195
By Carbuncle.Jashin 2013-05-08 00:17:58
Now, a lot of these tactics are non-optimal and arguably wastes of time compared to zerging. But, for the first time in years fighting reminded me of the old ffxi days against sky gods and ground kings. I didn't care if there was a "better" strategy because it was fun to just jump in and fight it out.
We kited a turtle around a rock, running behind it to SATA WS and there was a point were it stomped 10 people dead! *** old-school
That was a fun run.
By ganondorflevia 2013-05-08 08:54:52
I was finally able to play PLD the way I used to enjoy playing it (tanked peiste and chapuli the other night) and it gets taken away from me AGAIN? Thanks SE, you never stop amazing me with how much you kill the fun factor. Long fights are a BLAST and the whole group loved it...
Cerberus.Quintow
Server: Cerberus
Game: FFXI
Posts: 150
By Cerberus.Quintow 2013-05-08 08:56:16
Some people just love to watch the world burn.
Server: Odin
Game: FFXI
Posts: 387
By Odin.Arkista 2013-05-08 09:08:48
About time they did this having to wait on another group to beat a nm sucks did Tax'et yesterday had to wait about 45mins on something that should have taken 15mins and then 30mins+ on Tutewehiwehi when the party had it at 58% when we go there. If you cant beat it within the time limit then your doing it wrong, Probably not doing BRD/COR rotations.
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Asura.Vishna
Server: Asura
Game: FFXI
Posts: 29
By Asura.Vishna 2013-05-08 09:09:06
Cerberus.Senkyuutai said: »Quote: We'd really be grateful if those of you who are experienced could invite these newcomers to take on this content when you have the ability to do so. HA 11/10, would get trolled again.
JP Onry
Server: Asura
Game: FFXI
Posts: 2507
By Asura.Calatilla 2013-05-08 09:13:36
SE just love their zerg event's don't they.
And why is it that NM`s that can be killed in under 3mins, proc'd indefinitely and give endless temp items (voidwatch) have a 30min time limit, but these much harder NM`s are capped at 20mins?
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Server: Odin
Game: FFXI
Posts: 387
By Odin.Arkista 2013-05-08 09:14:22
It wasn't like LSs charging for spots in KI fights wasn't an eventuality anyway. This just means even more clients for when that time comes. People can always buy up wins. I see a lot of pick up groups and they get wins and some don't even have REMs seen a few DRKs with str GS and doing 3k+ reso but idk what the average is. If all else fells bust out WHM SCH or COR and I am sure you can get a spot.
Server: Odin
Game: FFXI
Posts: 387
By Odin.Arkista 2013-05-08 09:18:34
how about give it a 45 min Rage timer and have 3 Pop spaces?
cause seriously, I enjoy it as it is now, the zerg crap is getting so old If they gave NMs more than one ??? then you would have 15 total ??? in a zone so then you would have to find which is for which NM, Do we have to do a Reive to get to it, Are there people already at this one, And which ??? has a better advantage over the others? Any mobs going to be around the pop site if no then everyone would want that one so people can AoE without the need of outside Aggro.
EDIT Oh and if you need outside mobs for TP your doing it wrong.
Leviathan.Syagin
Server: Leviathan
Game: FFXI
Posts: 999
By Leviathan.Syagin 2013-05-08 10:40:05
So tired of the zerg fests  So tired of not being able to seperate the scrubs from the skilled till its to late ;/
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-08 10:48:41
So they're capping fight times and keeping terrible drop rates so we'll be encouraged to bring worse players to fights that they already couldn't complete with no time limit?
I think you're on to something.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-08 10:56:10
About time they did this having to wait on another group to beat a nm sucks did Tax'et yesterday had to wait about 45mins on something that should have taken 15mins and then 30mins+ on Tutewehiwehi when the party had it at 58% when we go there. If you cant beat it within the time limit then your doing it wrong, Probably not doing BRD/COR rotations.
Pretty much this although I would argue that COR rotations are almost never worth the trouble
Of course I could be biased since rolling gives me panic attacks and I spend most of my time on COR dreading that wear off message
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Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-08 11:00:15
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Server: Fenrir
Game: FFXI
Posts: 1161
By Fenrir.Mtmoogle 2013-05-08 11:08:33
Cors are not brds D:
Server: Sylph
Game: FFXI
Posts: 15065
By Sylph.Tigerwoods 2013-05-08 11:13:25
War retired for a bit, lol. Group popped turtle before we could, won't have chance to do it before maintenance now lol
Server: Siren
Game: FFXI
Posts: 14
By Siren.Akilles 2013-05-08 11:24:39
I was finally able to play PLD the way I used to enjoy playing it (tanked peiste and chapuli the other night) and it gets taken away from me AGAIN? Thanks SE, you never stop amazing me with how much you kill the fun factor. Long fights are a BLAST and the whole group loved it...
They finaly made someting fun in this game again, but i guess they need to werck it again. SHAME ON SE !!!
03-15-2013 06:15 PM |
| | Long Holding Times for Delve NMs
Hello, Iwagami here.
First off, thanks so much for all of the comments. I've read through them all.
In addition to the feedback from those who have participated in Delve and those that have not, hearing feedback before you tried it out and then once again after having tried it out has contributed a lot to our discussion. This decision was made after personally interpreting all of the comments received, so even if it is not fully in accordance with your wishes, I'd appreciate it if you could understand our reasoning.
Before the result of our discussion, I'd like to let you know about one bug.
We've determined a bug where Mastop's magic and abilities are affecting players outside of the fighting alliance, and we will be fixing this immediately. We apologize for any inconvenience this has caused.
Discussion result
Now then, I would like to inform you all of the result from our adjustment plan discussion.
After sharing what I wanted to do for the adjustment, there were a lot more comments agreeing with the feedback posted, and also considering that these battles would increase moving forward in order to procure Yggzi Beads, we will be making adjustments so that these monsters do not go into hyper-mode, but will disappear after 20 minutes.
The reason we predict an increase in battles for Yggzi Beads
The two reasons why we foresee an increase in battles for Yggzi Beads are:
Due to the fact that the drop rate of Yggzi Beads are not that high, it will be necessary to fight these NMs multiple times in order to obtain them. Design-wise we thought this would also give new comers to the Delve content an opportunity to participate. While in actuality there may be some who say "don’t come do Delve unless you have Delve equipment," we’d appreciate if you would keep in mind that we designed this system to give these players an opportunity. With that said, making a 100% drop rate for Yggzi Beads or increasing the drop rate would make it difficult for newcomers, so currently we do not want to do this. We'd really be grateful if those of you who are experienced could invite these newcomers to take on this content when you have the ability to do so. Also, the triggers for Delve can be found in reives and as drops from monsters in the zone at a decent rate, so even if you are inexperienced, definitely try to give it a shot and gather members who aren’t worried about losing.
Regarding feedback to keep as it is now
There's also been comments mentioning to keep it as it is now and to wait until the monsters can be defeated in 15 minutes, but due to the below reasons I cannot agree with this.
The battles will become easier as more information is circulated
It's easy to re-challenge
It's easy to check whether you are lacking preparation
We would like to eliminate the congestion between now and when you can all defeat them in 15 minutes.
Regarding feedback to increase the "???" points
While I am repeating what I said previously, the below reasons are why we will not be increasing the number of "???" points at the current time.
We would like to avoid lag issues from having multiple points positioned nearby.
Considering future content, we don't want to use up too much in areas that are further away.
There will not be any cost effectiveness as pros and cons will arise from having them further away.
Also, while it's possible to spawn any NM from a single spot, we actually looked into doing this before implementation; however, problems arose with claiming trigger points and we also wanted players to adventure, so we cut this idea. We always have to consider the trade off even though we want to relieve congestion, and though it might sometimes be difficult for the development side and the player side to match up, we'd really appreciate your understand with this as we move forward.
It may appear that I've only extracted the portions of feedback that were suited to what I was thinking, but most of you are in agreement and I apologize that this system became something different than we had imagined initially. With that said, we have decided to adopt a time limit for Delve monsters fought in the field.
I've also made an announcement about additional adjustments that will be made to delve below.
Thank you very much. | |
03-15-2013 06:15 PM |
| | Adjustments to the conditions for unlocking the boss room in Delve
Hello, Iwagami here.
We will be performing an adjustment on the conditions to unlock the boss room in Delve. This is something that has already been finalized, so I would like to let you know what we will be adjusting and our reasoning.
Adjustment
Pre-adjustment: The boss room will unlock by either defeating all of the NMs or after a set amount of time has elapsed.
Post-adjustment: The boss room will unlock after only defeating all of the NMs.
Reason 1
The first reason is that we want to bring the pace of this content in line with what we had originally envisioned -- adventurers would defeat all of the NMs one by one and then take on the boss, as opposed to waiting for the time to elapse until the room opens up and then fighting the boss. If it were content where you would only take on a boss, then we feel it would be more enjoyable without the wait time to make a battlefield where there is only a boss.
With that said, the NMs that appear inside Delve each have their own special traits. The concept of Delve is to think of a party setup that will make it easier to fight multiple NMs and the boss, and there is a good margin for strategy from person to person depending on how you would like to fight and what NMs you chose to avoid and defeat. This is also why we have the element of having at least three consecutive battles inside even if you use the maximum amount of Yggzi Beads.
Reason 2
The second reason is that it's difficult to convey the method in which to take on a fracture with the objective of defeating the boss. Currently the boss room will open after a set amount of time has passed or if all of the NMs have been defeated. Unlocking the boss room after a set amount of time is similar to having the field NMs go into hyper mode, and this is causing the battle to become stagnant as you wait. Due to this, you are left with only a minimal amount of time to defeat the boss. We feel that having it so the boss would spawn after a set amount of time was making it difficult to convey the advantages of quickly eliminating the NMs along the way.
Due to the above two reasons we will be making adjustments so that the boss room is unlocked only after defeating all of the NMs.
I'm really looking forward to seeing the first adventurers defeat the boss. Thank you very much. | |
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