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  1. #271
    Player Nynja's Avatar
    Join Date
    Mar 2011
    Posts
    730
    Character
    Nynja
    World
    Carbuncle
    Main Class
    THF Lv 99
    Quote Originally Posted by Tsukino_Kaji View Post
    This is the logic you need to aply to more content. More and more I'm seing new players who are litteraly kicked out of alliances before things are about to start because of simple things like, for example, a sam that doesn't have masamune.(This actualy has happened serval times.)
    Thats cuz they should have tp bonus gkt...
    (2)

  2. #272
    Player Camiie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    1,495
    Character
    Camiie
    World
    Fenrir
    Main Class
    MNK Lv 99
    Quote Originally Posted by Tsukino_Kaji View Post
    This is the logic you need to aply to more content. More and more I'm seing new players who are litteraly kicked out of alliances before things are about to start because of simple things like, for example, a sam that doesn't have masamune.(This actualy has happened serval times.)

    It's sadly been a problem with MMOs in general for a long time. People don't want you unless you have the best gear and have already cleared the content. If you need something from it, you more than likely won't be wanted for it. I'll give credit to SE for not forcing you to need endgame gear to do endgame. Now if only our fellow players will follow the lead.
    (0)

  3. #273
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Why not make an npc that you can trade logs to in exchange for some sort of points? xD
    (1)

  4. #274
    Player Raksha's Avatar
    Join Date
    Mar 2011
    Posts
    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Vivivivi View Post
    Why not make an npc that you can trade logs to in exchange for some sort of points? xD
    you can trade them to a vendor NPC for Gil points, does that count?
    (0)
    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/

  5. #275
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Vivivivi View Post
    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!"
    (3)

  6. #276
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    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:
    • 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
    To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.

    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.

    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.
    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.

    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.
    (3)
    Devin "Camate" Casadey - Community Team

  7. #277
    Player Zarchery's Avatar
    Join Date
    Mar 2011
    Posts
    1,412
    Character
    Zarchery
    World
    Asura
    Main Class
    MNK Lv 99
    I'm sure this sounds sadistic and kinda selfish, but as one who does not participate in Voidwatch, I like how lucrative selling Voiddust is.

    While I don't know the system well enough to comment on the flaws, I do hope SE implements the changes to make it a more rewarding experience for those that do participate. I remember how horrendous Dynamis was in the old days, waiting month after month for my MNK relic armor to show up.
    (1)

  8. #278
    Player Dreamin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    510
    Character
    Dreamin
    World
    Ragnarok
    Main Class
    MNK Lv 99
    Quote Originally Posted by Camate View Post
    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:
    • 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
    To avoid these problems, it would be best to plan adjustments in order based on priority and their effect.

    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.

    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.
    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?
    (7)

  9. #279
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Camate View Post
    Howdy!

    Please let us know what you think.


    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.
    (9)
    Last edited by Taint2; 01-19-2012 at 07:59 AM.
    Masamune
    Arma up next!

  10. #280
    Player Zarchery's Avatar
    Join Date
    Mar 2011
    Posts
    1,412
    Character
    Zarchery
    World
    Asura
    Main Class
    MNK Lv 99
    Like I said I don't know much about Voidwatch, but just thinking off the top of my head, maybe a good fix would be to eliminate Rare/Ex stuff from the drop pool all together (leave sellable non Rare/Ex stuff in there) and just have some sort of points system, like Therion Ichor or Nyzul Tokens or something, so that every run is SOME sort of tangible progress. Even if you had to do 100 runs at Kaggen or something, at least that would put their minds at ease that it would ONLY be 100, instead of several hundred.
    (1)

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