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  1. #1
    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

  2. #2
    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)

  3. #3
    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.

  4. #4
    Player Nynja's Avatar
    Join Date
    Mar 2011
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    730
    Character
    Nynja
    World
    Carbuncle
    Main Class
    THF Lv 99
    Quote Originally Posted by Camate View Post
    Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback.
    Is there any reason why SE is so adamant about not budging at all on the VW loot system? I get it, they want to avoid a scenario where people can sell drops to a specific person, fine. A pointage system like assault/ein (which was a wonderful system...no random number generator, do X 10 times and receive Y) basically says "if you want in the ally, pay me", fine. Is there any reason why they cant impose a little check so that if someone has a rare item, another one wont load in their chest and will go to someone else at random in the alliance?

    Quote Originally Posted by Transmit View Post

    (Two bodies, two fights)
    I dont think you understand how discouraging that is. Even to force loot on one person, you'd still need to have acquired 17 of them (presuming you're going with 18 people, why would you not).
    (10)

  5. #5
    Player Theytak's Avatar
    Join Date
    Mar 2011
    Posts
    485
    Quote Originally Posted by Camate View Post
    Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback.
    Honestly, everything else you said is completely irrelevant to the core problem with VW, and simply glosses over it by fixing minor inconveniences or answering little gripes. How soon is "in the future"? The horrible loot system is the only thing 90% of the people who do voidwatch, and 100% of the people who want to do it but don't, care about. Really, if they refuse to tell us anything about their plans for fixing the badly designed loot system, you should just tell us and save us the agony of hoping against hope that they'll go against their normal routine and fix something they designed badly, instead of telling us that their design is fine, we just don't understand it.
    (13)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  6. #6
    Player
    Join Date
    Mar 2011
    Posts
    214
    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 am fairly sure all I got from that response is, Players are obtaining drops faster then we anticipated we will be making adjustments to reduce the rate the rare items drop.

    Also someone said this already but, if I am supposed to do these without stones for exp/cruor only why cant I say "Do not use stone for this attempt"? Would be great for climb runs wouldnt have to waste stones on fights I dont need for fights i do need.

    I wanted to say something praising the teleport system but, if I do it may be taken away.
    (5)

  7. #7
    Player saevel's Avatar
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    Apr 2011
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    2,350
    Quote Originally Posted by Zinato View Post
    I am fairly sure all I got from that response is, Players are obtaining drops faster then we anticipated we will be making adjustments to reduce the rate the rare items drop.

    Also someone said this already but, if I am supposed to do these without stones for exp/cruor only why cant I say "Do not use stone for this attempt"? Would be great for climb runs wouldnt have to waste stones on fights I dont need for fights i do need.

    I wanted to say something praising the teleport system but, if I do it may be taken away.

    Pretty much this. 0/300 is too fast for them, they still want us fighting Kaggan and Phil three years from now.
    Guys their about to nerf Voidwatch. They clearly said their going to nerf temps while keeping the monsters ability to instantly own you the same. Their going to do absolutely nothing to increase the drop rates of items, if anything they will lower the drop rates in such a way that it takes you longer to obtain your item.

    SE has till the end of 2Q FY2012 before I decide to throw in the towel, I'm not alone in this.
    (4)

  8. #8
    Player hideka's Avatar
    Join Date
    Mar 2011
    Posts
    484
    Character
    Hideka
    World
    Cerberus
    Main Class
    SAM Lv 99
    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.
    1) we dont care that the droprates are static, we care that the drop rates are horrid.
    2) implement a method that increases your chance to obtain an item during your following runs if you destroy your rewards VS obtaining them. make it so the effect stacks, and is erased when you obtain a High quality item (armor weapon or pouch).

    Quote Originally Posted by Camate View Post
    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.
    i think providing a bonus to everyone who has their VW quests done up to that point (having the ability to pop that NM) should just recieve a flat out bonus to exp and cuor (like +20%) this would be more agreeable imo

    Quote Originally Posted by Camate View Post
    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.[/list]
    yea, getting what, 7000 cruor for not using a voidstone? yea that makes a whole lot of sense. thats totaly a fast way to build cuor. the curor costs on Atmacites is retarded. please lower them now that people have burned off their massive curor banks from abyssea spam. kthxbi.

    Quote Originally Posted by Camate View Post

    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.
    no, people dont build partys like this, they build parties in which having an emperyan or a relic is a requirement, as anyone who does not have time invested into one of these weapons is likely to be a massive detriment to the party, and incapable of participating effectively. instead of worrying about this bullcrap, how bout revamping the BLU procs like you said you were almost two updates ago. having to set 50-60 points of proc spells makes blu almost worthless, so were forced to only set 1-2 sets of proc spells so we can atleast retain some utility. reduce it to 1-2 proc spells per element.

    Quote Originally Posted by Camate View Post
    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.
    yes, no more white procs on jobs that arent in your party, i think a retarded rock would have had the foresight to implement this from day one.

    Quote Originally Posted by Camate View Post
    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.
    give the alliance leader the option to destroy the chest after 120 seconds and/or everyone has viewed their rewards.

    Quote Originally Posted by Camate View Post
    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.[/list]Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback.
    in regards to loot: Please put in the option to transfer your chest to party spoils, this way we can stop having people get 2-3 tocis harnesses(just an example) while others go without for 50+ runs.
    (3)

  9. #9
    Player Phafi's Avatar
    Join Date
    Mar 2011
    Location
    Dragon's Aery
    Posts
    190
    Character
    Phaffi
    World
    Lakshmi
    Main Class
    RDM Lv 99
    Quote Originally Posted by hideka View Post
    i think providing a bonus to everyone who has their VW quests done up to that point (having the ability to pop that NM) should just recieve a flat out bonus to exp and cruor (like +20%) this would be more agreeable imo
    maybe even a 20% bonus to ALL lights. Why should people that didn't put the progression work in have the same chance at drops? (excluding the bonus gained from periapts of glory and concentration)
    (0)

  10. #10
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Phafi View Post
    maybe even a 20% bonus to ALL lights. Why should people that didn't put the progression work in have the same chance at drops? (excluding the bonus gained from periapts of glory and concentration)

    1) ppl would be less likely to join your shout run if they got nerfed drops
    2) 20% bonus to lights lololololololol
    (5)
    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/

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