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[Dev] Voidwatch: Response to Feedback
Bahamut.Nipun
Serveur: Bahamut
Game: FFXI
Posts: 25
By Bahamut.Nipun 2012-02-02 11:21:01
So let me get this straight. You can turn items into tickets to give and or to sell to people? I'm not buying anything that was meant to be free. I rather deal with what than waste my time on farming 10mil gil for someones ticket. Go ahead and do that SE call the RMTs back because of a stupid idea. You might had just did no item drops and no tickets and let us by the gear with cruor. we arent doing anything else with it other than buying cells and other crap to make gil.
Just give all the damn items to void npc and let us pay for the gear with cruor. done.
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-02 11:25:02
So let me get this straight. You can turn items into tickets to give and or to sell to people? I'm not buying anything that was meant to be free. I rather deal with what than waste my time on farming 10mil gil for someones ticket. Go ahead and do that SE call the RMTs back because of a stupid idea. You might had just did no item drops and no tickets and let us by the gear with cruor. we arent doing anything else with it other than buying cells and other crap to make gil.
Just give all the damn items to void npc and let us pay for the gear with cruor. done.
Bahamut.Nipun
Serveur: Bahamut
Game: FFXI
Posts: 25
By Bahamut.Nipun 2012-02-02 11:25:51
Okay you say that now, but when the NM pop area are over crowed because of LS that will camp it over and over again to get drops and sell it to your dumb *** ppl gonna complain about that as well. thus having se come save your *** to add more damn spawn points.
Carbuncle.Crollion
Serveur: Carbuncle
Game: FFXI
Posts: 221
By Carbuncle.Crollion 2012-02-02 11:26:28
I don't see what the issue is lol if I'm doing dyna with randoms and I get tickets guess what ima sell em why would I give the ticket to someone who could care less to even try for the item. Just cause there in my ls? My opinion ima sell what I can if a ls peep is with me and is working for te cars sure I'll help but to just give it to someone just cause there in my ls don't mean ***.
When u start doing ur relic see how many people help u
By Chyula 2012-02-02 11:28:00
Okay you say that now, but when the NM pop area are over crowed because of LS that will camp it over and over again to get drops and sell it to your dumb *** ppl gonna complain about that as well. thus having se come save your *** to add more damn spawn points.
and I'll wait for them at the area with 100k/dust bazaar.
Bahamut.Nipun
Serveur: Bahamut
Game: FFXI
Posts: 25
By Bahamut.Nipun 2012-02-02 11:28:03
LOL cry im not the one here trying to change VW
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-02 11:28:56
Okay you say that now, but when the NM pop area are over crowed because of LS that will camp it over and over again to get drops and sell it to your dumb *** ppl gonna complain about that as well. thus having se come save your *** to add more damn spawn points.
[+]
Bismarck.Sylow
Serveur: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-02 11:29:32
Okay you say that now, but when the NM pop area are over crowed because of LS that will camp it over and over again to get drops and sell it to your dumb *** ppl gonna complain about that as well. thus having se come save your *** to add more damn spawn points.
and I'll wait for them at the area with 100k/dust bazaar.
Genius (except you'll need to be by the voidwatch NPC!)
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-02-02 11:34:25
If you don't want to buy tickets then... don't buy them. Other people are going to want to and love the idea. Some people have horrible luck and to this day still don't have 1 rare VW drop, and I would think giving them the opportunity to obtain what they so rightfully deserve is a good thing.
Just because people are going to sell them for 10 mil doesn't mean it's a bad thing. If people are desperate enough to buy them for 10 mil then why shouldn't they be able to buy it for 10 mil? RMT? Really? Who cares?... If anything they would be providing the tickets for us to buy, I honestly couldn't care less what they do with my gil I give them.
They might try to spike prices, but you can still do VW and get it for free and nothing is stopping you from doing it. If someone who is beyond their limits and going 0/300 wants to buy the damn thing then why shouldn't they be able to?
[+]
Bahamut.Nipun
Serveur: Bahamut
Game: FFXI
Posts: 25
By Bahamut.Nipun 2012-02-02 11:34:59
Quetzalcoatl.Junkyard said: »Ls are not going to camp voidwatch nms like you seem to think you're been a touch paranoid and you obviosuly are out of touch with the game, my advice to you is to jog on and shut your damn lips.
LOL ive never seen so many people either greedy to make gil or too lazy to work for their items and want people to just hand them gear. Imma set back and watch the ticket system go all wrong and find you guys here bitching and complaining to change it.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-02-02 11:36:51
Quetzalcoatl.Junkyard said: »Ls are not going to camp voidwatch nms like you seem to think you're been a touch paranoid and you obviosuly are out of touch with the game, my advice to you is to jog on and shut your damn lips.
LOL ive never seen so many people either greedy to make gil or too lazy to work for their items and want people to just hand them gear. Imma set back and watch the ticket system go all wrong and find you guys here bitching and complaining to change it. How is going 0/300 lazy? Please explain it to me.
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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