Greetings!

Here is a follow-up from Mizuki Ito in regards to Voidwatch adjustments.

Quote Originally Posted by Mizuki_Ito View Post
Hello, Ito here!

I would like to reveal which adjustments (from the proposed adjustments in the previous post) we plan on implementing in the next update.

Please read through this when you have some time to spare, since it’s rather long.
  • Objectives
    As stated in my previous post, the overall goal is to make the game easier to play. We are also focusing heavily on addressing some critical issues.
    We will add more ways to overcome situations such as:

    “There are shouts for content, but I can’t participate because I haven’t progressed enough.”
    “I am trying everything I can, but I can’t defeat the enemy. Only if I had 1 or 2 more party members…”
    “I really want this item!”

    caused by the following issues:
    -Players were late to participate in content during its peak time
    -Players are unable to log in during peak hours
     
  • Apply the weakness system which is currently only used in the final chapter to all routes
    Based on feedback regarding the battle in the final chapter, we will apply the following adjustments to all routes.
    1. Opponent’s attack/magic attack is reduced by triggering weakness
    2. Elimination/addition/consolidation of weaknesses triggers
    3. Change weakness triggers for jug pets and automatons to all special abilities.
    ※The 3rd category is currently not applied to the final chapter
     
  • Ticket system for specific items
    Players are frustrated with the fact that players are unable to give away duplicate items to other players who want the item. As such, we have come up with a way to give players who were unable to obtain the item a better chance.
     
    • Eligible items
      The following are the eligible items:

      Mextli Harness/Anhur Robe/Fazheluo Radiant Mail/Toci’s Harness/Heka’s Kalasiris/Mekira Meikogai/Murasamemaru/Aytanri/Ephemeron/Coruscanti/Asteria/Borealis/Delphinius

      There are 2 reasons these items were chosen:
      1. All other gear items are relatively easy to obtain, so we would like players to obtain these items on their own.
      2. The more items that can be ticketed, the more inventory congestion becomes a problem.
       
    • Ticketing
      • Ticketing can only be performed when items are taken out of the personal treasure box
      • When ticketing occurs, the character who is ticketing is announced and the ticket goes to the loot pool
      • Tickets are different for each type of gear
      • To obtain items via tickets, 3 of the same type of ticket must be turned in
      • Tickets cannot be traded to other players
      We separated tickets into different types to avoid players only farming areas with the easiest monsters to defeat or obtaining items from NMs that would not usually drop them.

      Initially, we were considering allowing tickets to be traded or sold, but if this was implemented, tickets would be used for profit rather than to help other players. Since this does not fall in line with our original objective, in order to make it so tickets easily go to those players who really want an item and continuously participate, we have decided to allow only the members who participate in battle to transfer tickets.

      To compensate, we were able to significantly reduce the number of necessary tickets to exchange for equipment and have set the number stated above.

      Additionally, by having a the system announce that someone created a ticket, the player who created the ticket can then easily notify other members that they are free to lot on it or chose who to give it to.
       
  • Implementation of a system where weakening monsters is possible through paying a fee (Excluding the final chapter)
    In order to aid those players to get past portions of content they are stuck on and also to make it possible to take on these battles with fewer party members, we will be implementing the below.
    • Enfeebling items can be purchase with gil.
    • Item purchases will be limited to a one-time use for a given period of time.
    • It will be possible to stack enfeeble items.
    • It will not be possible to trade enfeeble items to other players.
    • Enfeeble items need to be traded to the Planar Rift prior to Voidwatch battles and converted into a key item.
    • It will be possible to possess multiple key items.
    • Whether you want to enfeeble the monster will be selectable when spawning the monster.
    • If you choose to enfeeble the monster, the level of enfeebling can be selected.
    • Enfeebling reduces the level of the monster.
    • The amount of levels that can be lowered on a monster via key items will change based on zone.
    We do not plan on making the cost for these enfeeble items extremely high. While it won’t be at a level of extreme ease either, we plan on making it somewhat in the middle.

    There will also be limitations on the number purchasable in a given amount of time and though it will be slightly on the expensive side, there will not be any other different effects attributed to these items such as drop rate enhancements, etc.
    By using multiple enfeeble items at the same time, it will be possible to lower the level of the monster and it will be possible to defeat the earlier chapter monsters with less than a single party.

    We’ve set the items in this way in order to prevent making it critical to have for battles and also to prevent extremely efficient parties from battling the same monsters over and over again.

The above are the plans and adjustment planned scheduled for next version update.

We will first be implementing this on the test server and then perform the actual version update.
After this is complete, we will continue to make adjustments based on play conditions and feedback.