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?