https://www.youtube.com/watch?v=lwv4...el=Mrhappy1227 the overview for drk
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https://www.youtube.com/watch?v=lwv4...el=Mrhappy1227 the overview for drk
https://www.reddit.com/r/ffxiv/wiki/...interview_2021
What is this nonsense? What do we have do to get Blood Weapon fixed? WE'VE TOLD YOU FOR TWO YEARS THE SKILL WAS SCUFFED FOR NA/EU AND NEEDS CHARGES. We made threads! We made bug reports! Nothing! For two years! What other data do you even NEED outside of WOW most DRK players who have a basic understanding of the job HATE this skill?Quote:
Mrhappy1227: I have a question in a similar vein - many skills have been adjusted over time to make them more friendly for high ping players such as Warrior's Inner Release in the Media Tour build and the Perfect Balance stacks that were added to Monk. Some skills such as Hypercharge, Wildfire, and Blood Weapons still have tight buff windows that can be punishing if the player’s connection is even just a bit slower. How does the team decide which skills receive these kinds of adjustments and which ones do not?
似てる質問になってくるかと思いますけれども、ボタンの機械であったり、よりスムーズにアビリティを実行するであったり、ピングが高いやレイテンシーが悪い人達にもすごい親切な改善点が加えられていたかと思います。例えば戦士の原初の解放や踏鳴などがそれに該当すると思います。ただ、まだレイテンシーが少しでも悪いプレイヤーにとって、例えばワイルドファイアだったり、ブラッドウエポン、先ほどのハイーパーチャージであったり、やっぱりバフのウインドウがうまく繋がらないというか、うまくハンドリング出来ないっていう場合があったりするプレイヤーもいます。で、実際に調整を加えるときに「このアビリティは調整する」、「このアビリティはまた見送ろう」みたいな判断を下す基準などはありますか?
Yoshida: I think a lot of it depends on player feedback, there are certain actions we decide to switch over as like a charge action with the stacking to alleviate some of the frustration and stress players are experiencing. It also depends on what kind of stress players as experiencing and what we identify. Sometimes it is a matter of changing a certain skill to become a charge action or something we that adjust the recast timing on to be a bit shorter in its cycle.
Those are some of the elements we would look into. If we're talking about latency here, and apologies for repeating myself, we would need further data in order for us to analyze it properly to see what is causing it and recreate the issue on our end. If it an issue with latency I would recommend going to the forums and setting up a thread so the developers can see what kind of issue you're having and glean the information needed so we can analyze it properly and make adjustments so it becomes a bit more comfortable.
プレイヤーフィードバックを見ていてというのが一番多くて、ダイレクトに、例えば「それをチャージアクションにしよう」とかっていうのを決めてるってよりは「プレイヤーがストレスに感じている」っていうポイントを見て、「じゃあそれを解決するにはチャージアクションにした方がいいよね」とか「リキャスト短くしよう」とか、そういうことが多いですね。だからさっきの繰り返しになっちゃうんですけどレイテンシーってデータをもらえないと結構厳しくて。原因とか要因を調べたり再現することが難しいので、是非レイテンシーに関わるところはフォーラムに是非スレッドを立てて、さっきみたら詳しい情報もらえるとより我々もっと快適に調整していけると思うので、是非お願いしたいですね。
Hold up I'll help you get some more wood for the incoming fire.
#feelsbadman
Embargo lifted, woo. Reading through the interview Reddit and MrHappy had with Yoshi-P and this stuck out to me:
How absolutely blind is the Dev team? Provide feedback on the Official Forums? Are you shitting me? People have been providing feedback on Blood Weapon for two years. How much more data do they need when the English and Japanese Forums have been bitching all this time? "Depends on player feedback" my ass, player feedback has been provided and you've done shit all with it. Thanks for listening, Yoshi-P, glad to know our feedback means nothing.Quote:
Mrhappy1227: I have a question in a similar vein - many skills have been adjusted over time to make them more friendly for high ping players such as Warrior's Inner Release in the Media Tour build and the Perfect Balance stacks that were added to Monk. Some skills such as Hypercharge, Wildfire, and Blood Weapons still have tight buff windows that can be punishing if the player’s connection is even just a bit slower. How does the team decide which skills receive these kinds of adjustments and which ones do not?
似てる質問になってくるかと思いますけれども、ボタンの機械であったり、よりスムーズにアビリティを実行するであったり、ピングが高いやレイテンシーが悪い人達にもすごい親切な改善点が加えられていたかと思います。例えば戦士の原初の解放や踏鳴などがそれに該当すると思います。ただ、まだレイテンシーが少しでも悪いプレイヤーにとって、例えばワイルドファイアだったり、ブラッドウエポン、先ほどのハイーパーチャージであったり、やっぱりバフのウインドウがうまく繋がらないというか、うまくハンドリング出来ないっていう場合があったりするプレイヤーもいます。で、実際に調整を加えるときに「このアビリティは調整する」、「このアビリティはまた見送ろう」みたいな判断を下す基準などはありますか?
Yoshida: I think a lot of it depends on player feedback, there are certain actions we decide to switch over as like a charge action with the stacking to alleviate some of the frustration and stress players are experiencing. It also depends on what kind of stress players as experiencing and what we identify. Sometimes it is a matter of changing a certain skill to become a charge action or something we that adjust the recast timing on to be a bit shorter in its cycle.
Those are some of the elements we would look into. If we're talking about latency here, and apologies for repeating myself, we would need further data in order for us to analyze it properly to see what is causing it and recreate the issue on our end. If it an issue with latency I would recommend going to the forums and setting up a thread so the developers can see what kind of issue you're having and glean the information needed so we can analyze it properly and make adjustments so it becomes a bit more comfortable.
プレイヤーフィードバックを見ていてというのが一番多くて、ダイレクトに、例えば「それをチャージアクションにしよう」とかっていうのを決めてるってよりは「プレイヤーがストレスに感じている」っていうポイントを見て、「じゃあそれを解決するにはチャージアクションにした方がいいよね」とか「リキャスト短くしよう」とか、そういうことが多いですね。だからさっきの繰り返しになっちゃうんですけどレイテンシーってデータをもらえないと結構厳しくて。原因とか要因を調べたり再現することが難しいので、是非レイテンシーに関わるところはフォーラムに是非スレッドを立てて、さっきみたら詳しい情報もらえるとより我々もっと快適に調整していけると思うので、是非お願いしたいですね。
Full interview here if anyone else wants to start off their Wednesday morning with an unhealthy amount of day drinking.
Okay, this basically confirmed my decision to drop DRK. PLD here I come.
Free spech at last, ok the leaks was true and nothing changed, DRK is going to be exactly the same job it is right now but with a small diference, now his burst window include Delirium on it every 60s and will have this new oGCD shadowbringer every min (twice in the opener) and thats it, DRK will have a slightly busy burst window due you have now to squeeze Delirium and Shadowbringer on it and then after that you wil have the most absurd and boring downtime ever made with around 45s of exclusive souleater spam hell yeah!!
Even Mr.happy has mentioned his disatisfaction that DRK is so similar to WAR and no improves to distinguish he job has been made, since my original post has been deleted in the embargo i will repeat it, for now on DRK is oficially called Trash knight for me.
Also the interview, like it's seems we aren't doing feedback at all, i belive they saw everything but seems like they directly ignore us and don't even care like why? Blood weapon problems has been a meme and has been mentioned since they released SHB over 2 years, it's was imposible to miss it, like what is the real problem now? that no one is delivering the feedback or what?.
Also wanted to ask something on that note (i think)
We have salted earth now being used on our position so no more macro, i get that.
But now we have Oblation (the little blackest night) with it's two charges.
So as an Offtank we are still gonna use the same amount of macro in a fight (maybe even more by having two charges).
But if a tankbuster goes to the Main tank that means using Blackest night and Oblation, both with their macro, during the rotation right?
So my question was is it gonna get worst with the ping by having those two macros almost at the same time during the rotation? (not even counting blood weapon)
(maybe it won't be a problem at all but i just wanted to ask to be sure, but just in case sorry for "conversation highjack")
Its funny, they said give feedback, which a lot of people have done but goes ignore and they allow trolls to run crazy. BUT when it comes to leaks they will take action into deleting threads and comments.