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  1. #1
    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)

  2. #2
    Player saevel's Avatar
    Join Date
    Apr 2011
    Posts
    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)