Thank you Camate for providing that translation.
If I understand correctly the discussion of drop rates and loot systems will come later. Please stress to the dev team that this is the most important issue that we care about.
Thank you Camate for providing that translation.
If I understand correctly the discussion of drop rates and loot systems will come later. Please stress to the dev team that this is the most important issue that we care about.
there's a very simple solution to all these issues, but I think it's avoided to preserve the time-sinks. Make the system turn out 1 reward, period. Some type of currency or token or trophy that you then trade in to a specific NPC vendor to obtain the item you are actually after rather than the random R/EX piece that you'll just toss for inventory space reasons. If you want to really be merciful you can even make it a KI, like Dominion points or something; please make it "contribution-based", because people who continually AFK/leech SHOULD be penalized for being useless.
There's a pretty big disparity in the drop rate of loot. While for some people it seems like the drop rates for things they want are similar to salvage drops circa 2007, others it seems like it's like dynamis circa 2012. It's completely inexplicable. I get that they don't want us to completely burn through the content like Abyssea, but oftentimes its infuriating not being able to get reward for participating in voidwatch from day one. But let's face it, FFXI in 2012 provides a whole lot of content, new and old. There's Neo-Dynamis that has put everyone on a relic craze, Sky being relevant again because of Synergy Augments, killable Absolute Virtue -- making Sea still viable to do. Hell I have to do campaign just to be able to keep a stock of voiddust. And while many have dismissed most ToAU content, the higher levels has given me and a small group of friends the drive to do Einherjar, and collect Alexandrite from Salvage in anticipation for Nyzul Isle Uncharted and eventually attempting to complete a Mythic Weapon. Point being: if the drop rates were raised to a reasonable rate, there's still a lot of things to do.
Over the past month I've joined in on several Voidwrought shouts and I still have nothing to show from partaking, and my Linkshell does it fairly regularly. Oftentimes a lot of my Linkshell mates are dismayed at how frequently we see a full pink DNC with a coruscanti or a notorious jerk on our server win out due to complete and utter luck. Yes, I am a little bit bitter, but at the same time I've witnessed the person hosting the pickup Voidwroughts go 1/395 on his Fazheluo Radiant mail. That's .25% -- a quarter of a whole percent, not to mention the 1185 Rubicund Cells, and 395 Voidstones/dusts that go into a that many fights. If it hasn't already been said.... The drop rates here are horrid. Destroy the item if we already have it? Sure, that's exactly what everyone here on the forum wants.... Makes you wonder why so many people are complaining.... /sarcasm
Why not make an npc that you can trade logs to in exchange for some sort of points? xD
"Hello there! I'm Leopold the Log Logger! My family has a long legacy of logging logs in this very long log! I'm particularly interested in inter-dimensional logs as of late. Just lob a log at me so I can label and log the log in this lengthy log!
I'll reward you for your laborious labors with a certain amount of 'Lunatic's Lady Fingers' baked by my dear delusional grandmother who went invariably and incurably insane after logging her last log! They aren't edible, being made by a crazy person out of wood chips and fecal matter and such, but maybe you can trade them for the long-lost loot you've long been longing for!"
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:
To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.
- 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
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.
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.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.
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.
Devin "Camate" Casadey - Community Team
You're still NOT hearing what most people are saying. That is, Proc'ing for Weakness is NOT an issue. It's clear for those that are willing to spend the time in doing VW, getting cells and stones are not an issues. The BIG ISSUE that most players agreed here is the the current Loot System. This Insanely Random Drop matter is making it such that you have players who has been doing the same NM for several hundred times each time with full LIGHTS and TH and still getting only Logs and Ores.
Here are some suggestions:
1. Make it so that the player who has already received the RA/EX don't ever get it again. Items in the chest are generated on the server side already so it would not be hard at all to implement this. In this case, when an RA/EX that were supposed to go to the chest that a player has already acquired, make it so that it would go to another player.
or
2. Another idea is to instead of making it so that RA/EX item can only ever go to one person. Make it so that ANY item can be put into a community pool. So when a player received another RA/EX item, he can place it into a community pool where anyone that was in the alliance when the NM was popped can lot on them. This way, people who dc'ed mid fight can still possibly lot on this item. [This was one of the idea that has been expressed in here before].
or
3. Give us some sort of point system where after perhaps 100 or 200x successful killing of the same NM, you can choose to select 1 RA/EX item from his drop list. This will give the event the longevity that will be needed but at the same time still gives HOPE to the players that there will be light at the end of all their hard work. So worst case for any player if they're truly unlucky, after 100 or 200x fight of the same NM, they would at least received something in return. [Feel free to change number of successful fight from 100 or 200 to something that is reasonable. 100-200 is reasonable whereas 1500 would not be reasonable].
Other ideas?
VW is a good event, the loot system is terrible. That is 100% of the issue.
The same mobs get killed over and over because thats what it takes to get the drop you want. Keggan was fun the first 30-40 times, the last 100+ have been a grind, I would have much rather been fighting other VW mobs.
As more content is added it will be harder and harder to get VW items or keep people interested in VW. Especially if it is going to take 200+ kills to get some items. I have 1000 VW kills under my belt and one body drop and its Anhur Robe something I'll never get to use.
If the loot system was better people would explore the mobs that are killed only for advancement reasons, until then the same few mobs will get all the attention.
Quick fixes: Raise the cap on Rubi lights (greater chance at a decent drop), lower the cool down for new stones.
Last edited by Taint2; 01-19-2012 at 07:59 AM.
Masamune
Arma up next!
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