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  1. #141
    Player Ilax's Avatar
    Join Date
    Mar 2011
    Posts
    588
    Character
    Ilax
    World
    Fenrir
    Main Class
    THF Lv 99
    I had same issue on Fenrir, and is why i keep doing shout for City rush(sandy,windy,bastok) / T1 to t5 Jeuno etc / ZM 1 to 3. High price to pay to get something done, but if i don't do it, who gonna do it?

    Easy to cry in a corner saying: I can't find ppl!, i can't get invite, but if you don't put effort into it, meh your lost. You always have LS option that do 2 run max per week and take forever to get what you need. That nothing new if you ask me, been same for everything.

    Effort i put into tier up player on fenrir worth it, as later on, i get them for Pil spam, Qilin spam, iga, rex or w/e i want.
    (0)
    Last edited by Ilax; 01-09-2012 at 04:34 AM.

  2. #142
    Player Runespider's Avatar
    Join Date
    Mar 2011
    Posts
    1,361
    Character
    Snickerrz
    World
    Asura
    Main Class
    MNK Lv 12
    The kicker sadly is that VW is actually really popular and a fair part of it is because of the low drop rates and glowing bodies, it really sucks but that's actually the reality of it... Skinner box works on us too well.

    Future content is going to have horrendous drop rates and glowey stuff on them, 100% sure of it. If we could actually not do content we hated certain aspects of they might listen but we complain and do it anyway so it's kind of a lost cause really lol
    (2)

  3. #143
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    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.
    (7)
    Devin "Camate" Casadey - Community Team

  4. #144
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    (I can understand a little)
    (3)

  5. #145
    Player Brolic's Avatar
    Join Date
    Nov 2011
    Posts
    252
    Character
    Brolic
    World
    Asura
    Main Class
    PLD Lv 99
    so nothing, you've told us nothing.
    (17)

  6. #146
    Player Zubis's Avatar
    Join Date
    Aug 2011
    Posts
    87
    Character
    Zubis
    World
    Asura
    Main Class
    SMN Lv 99
    Don't apologise for long answers, it's nice to see thorough responses

    I still think that the amount of cruor required to max an atmacite is excessive; at 10K per fight getting a single atmacite to level 15 will take 150 fights.
    (0)

  7. #147
    Player Peppy's Avatar
    Join Date
    Jun 2011
    Posts
    5
    Quote Originally Posted by Camate View Post
    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.
    I speak for a at least my linkshell if not other. The biggest issue we have is how rare items are distributed. I have done over 400 Kaggen's with a friend of mine to get him his body from that NM. Drop rate aside, I know he is unlucky, but this is verging on ridiculous. I wouldn't mind the low/random drop rate if I had a mechanism for doing a ton of them (that didnt cost 20-30k/per attempt). If there was a mechanism for allowing people who put in hard work to obtain items from Voidwatch that the chest will not give them, some of these issue will be non-issues.

    Now, I am happy that the Dev team is listening (I think) to player feedback, but I am not sure they are not understanding what the issue is. This is like if I went to the hospital with a broken arm and you tell me you are going to fix a cut on my leg. While appreciate the care on my leg, that was not all the major issue or problem I came to the hospital with.
    (20)
    Last edited by Peppy; 01-11-2012 at 06:31 AM.

  8. #148
    Player detlef's Avatar
    Join Date
    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    So you are supposed to make your cruor by redoing fights over and over and over and over without using stones. Also, you should be using cells to increase your cruor yield. But the cells cost cruor (or CP/ISP/AN), and if my math is correct, buying cells with cruor is actually a losing proposition.
    (8)

  9. #149
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    a few thoughts:

    You can't get a net increase in cruor if you are spending cells to get items.

    No one cares that the drop rates are the same between chapters 1, 2, and 3. what we care about is that the dropr rates are all too low.

    Exploiting weaknesess is not a problem, don't fix what isnt broken.

    You can't make fights that are possible without temps, without making them trivial WITH temps.

    I leave logs and ores in the chest, destroying rare loot accomplishes nothing besides pissing people off.

    Certain routes are unpopular because the rewards are useless.
    (17)
    Quote Originally Posted by Greatguardian View Post
    I want to say that there's a middle ground here but this isn't really middle ground. A lot of old systems were shit. Some new systems aren't much better. What's in the middle of shit and shit? More Shit. So no, I don't want a middle ground. I want something good.
    Quote Originally Posted by Landsoul View Post
    >Twilight Scythe is overpowered that's why we're nerfing it
    >Weapons with double damage compared to relic

    LOGIC.
    Quote Originally Posted by SpankWustler View Post
    \m/ (*.*) \m/ "THIS SOLUTION IS THE MOST METAL!" \m/ (*.*) \m/

  10. #150
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Changing the distribution of temp items? Predicted fanatics/fools drink nerf incoming.
    (2)
    ↓ Trolling sapling ↓

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