Quote Originally Posted by Camate View Post
Trust me when I say that I understand what your major concerns are and that discussions are taking place about them. However, when the team outlines other areas of adjustment, it does not mean that ways of improving what you care most about is not on their radar.

As a side note, being rude to me or other members of the team is not going to help your case or make the development team look at these points of concern any quicker. Please try to keep your comments on target without being rude or offensive.
Camate many of us do not blame you or the other CR's. You guys (girls?) have a tough job relaying information back and forth and having to directly deal with an enraged player base.

Many of us have given various easy to implement solutions. What we've seen from the CR's translated feedback is that the dev's do not care what the players want or desire. Under no system should it take a player fighting a NM 200+ times to acquire an item. There is no way to describe such a random requirement in a positive light. The event of Voidwatch is fun, but only if your actually getting rewards from it. As most players are not receiving rewards, or rather the rewards they want, it has deteriorated into all these angry players.

The reactions of the playerbase could of easily been predicted if you (or the devs, or FFXI team leads) had studied DR. B. F. Skinner's research. He specialized in behavioral studies and did many experiments involving animals, levers and food pellets. He eventually created something known as a an Operant Conditioning Chamber.

http://en.wikipedia.org/wiki/Operant...ioning_chamber

It was a device used to train and instill certain behavioral characteristics into lab animals to study how to best train them. It has since become a staple device in any behavioral study.

FFXI's Voidwatch system operates exactly like a Skinner's Box set to random reward distribution based on dynamic input. Long wording meaning your reward is a random percentage, each time a rat hits the lever there is a chance at the food (reward) being dropped. Due to the randomness the rat is conditioned to hit the lever as often as possible and becomes agitated when food is not delivered over an extended period of time. Using a Skinner's box on human beings is considered unethical by behavioral scientists and the medical community at large.