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  1. #151
    Player Khajit's Avatar
    Join Date
    Mar 2011
    Posts
    334
    Character
    Khajit
    World
    Quetzalcoatl
    Main Class
    THF Lv 99
    If i'm supposed to gain cruor via spamming without stones then why is there no option for me to transfer stones back to the npc or to tell the rift not to use a stone? In the 1/million chance i get the drop on the first mob of the run I'm stuck wasting 3 stones that I don't need to use.
    (3)
    Last edited by Khajit; 01-11-2012 at 08:07 AM.

  2. #152
    Player Atoreis's Avatar
    Join Date
    Aug 2011
    Posts
    151
    Character
    Atoreis
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    The truth is that SE intentionally made VW this way (ridiculous low drop rate) to keep us playing the game w/o the need for them to add new content soon. They cant say that officially so they will keep "listening" a feedback and focus on everything else beside fair reward system.
    (12)

  3. #153
    Player Tamoa's Avatar
    Join Date
    Mar 2011
    Location
    Norway
    Posts
    1,061
    Character
    Tamoa
    World
    Asura
    Main Class
    SAM Lv 99
    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.
    I think this is my favourite. "Hey guys, I just got my second Mekira Meikogai, and I destroyed it!"

    Yeah that'll help frustration among those that STILL didn't get that ra/ex item they want.
    (10)

  4. #154
    Player Nynja's Avatar
    Join Date
    Mar 2011
    Posts
    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. #155
    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. #156
    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. #157
    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)

  8. #158
    Player darkhorror's Avatar
    Join Date
    May 2011
    Posts
    116
    Character
    Darkone
    World
    Bahamut
    Main Class
    RNG Lv 99
    Keep the current system of chests, then add a point system on top of it for the very low drop rate items. That way you can work towards an item you really want and know you will eventually get there. Plus have a chance at getting stuff randomly if you happen to get lucky.
    (3)

  9. #159
    Player Insaniac's Avatar
    Join Date
    Mar 2011
    Posts
    1,003
    Character
    Insaniak
    World
    Lakshmi
    Main Class
    THF Lv 99
    Ito: We understand the players do not trust the devs and we would like to work on that.
    Players: That's good to hear, Ito. What do you plan on doing?
    Ito: The same shit we've been doing for the past 8 months!
    Players: ........................
    (12)
    ↓ Trolling sapling ↓

  10. #160
    Player
    Join Date
    Mar 2011
    Posts
    214
    Quote Originally Posted by darkhorror View Post
    Keep the current system of chests, then add a point system on top of it for the very low drop rate items. That way you can work towards an item you really want and know you will eventually get there. Plus have a chance at getting stuff randomly if you happen to get lucky.
    My only fear about this is, I can see and arguement of something like "This would not be fair to other players as many have already fought 400 times for the same drops you are trying to obtain, these players would not get credit towards this goal and would in a way have wasted such progess"... in other words since it wasnt put in right away players who have done VW and failed to get an item would be out of luck
    (0)

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