Think that's what got me this morning, still I'm proud I made it to Ozma, and we got him to 46%. I'm usually a klutz so...lol I accomplished something just with that.
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I think it goes both ways, yes i things its wrong and rude to not try to find a group before going in and just ruining the experience for everyone else, however i also think it's not right for the pre-made groups who actually do act like they have a right to claim all the portals, that in itself is defined as entitlement. Both sides are wrong, both sides need to grow up. This is as square enix/yoshi p described a PUBLIC dungeon. So anyone has the right to take any portal as soon as they see it. From what i see is that the fault here is with square enix for not thinking this through first and realizing this could become a huge issue for the community. All we can do is just give feedback and hope square enix listens to what we said and makes some sort of use out of it to better things.
We had a guy come in with the support party today who wasn't aware we had an organized group, he joined discord, apologized and explained. Pretty chill dude, hope he hangs around.
Last night doing an ozma run some sniper got in with support and proceed to mess thing up by placing sacre soil and shadowflare doing AV and also have someone other than tank keep voking the AV. I personally think it is sniper trying to ruin the run but have no real proof but ozma clear people should know better than that
The thing is: Sniper themselves would not organize the normal run. There are plenty of instance with no raid group and when ufo is kill no one would go in. More than 1 person here admit they snipe because they don;t want to wait 1-2 hours like everyone else who want to clear? Do you know what that sound like? I don't want to bring politic into this but this sound awfully like what is going on at USA.
There's also a very real issue of underqualified players jumping into AV/Ozma kill groups in Discord when they haven't even reached those fights yet.
They're noticeably rougher then the previous bosses in regards to how much damage is going out unavoidable and otherwise.
"the sniper" is who the content was designed for, random open world player who wants to attempt content. Yes, there is supposes to be a number of skilled organizer types doing most of the leadership activities. (organizing parties, explaining fights, etc) but a decent number of people in the instance are supposed to be random players, 60+ who want to get some loot and fight strong dangerous bosses
The problem happens when everyone gets into a Shouting war with everyone else and the Salt is so deep on both sides that even the oceans are a fresh water source. Some of the pre-made teams have a Only let the leaders shout or if you incite more drama we won't invite you again status. There a few common portal 'snipers' as it were that know the fights and participate fully through the entire instance. They're not there to grief they're there to get in and do the dungeon. The problem comes when people take a portal with the intent of immediately leaving so the people going inside 'get bent'. Those are the griefers and the actual issue. They aren't there to do the content, they had no intent on doing it at all, they are there griefing players that are there to do the content because for no other reason than you don't pay my sub.
The people who go in and then leave make the dungeon easier for everybody, all of the bosses scale to the amount of people inside of the dungeon.
really, thats interesting if accurate, does this mean smaller groups can succeed? like 18 people? where did you find this info
I think Absolute Virtue has too low of a drop rate on his minion. Maybe increase the drop rate of it. In a group of 56 often nobody gets it, but sometimes 1 or 2 seem to get it but it is rare.
Just in case people weren't aware, Yoshida made a lengthy post about it on the JP forum: http://forum.square-enix.com/ffxiv/t...=1#post4895993
Basic summary made by JushtFinisht on Reddit:
Quote:
- They are planning on making content similar to this in the future, with adjustments to implementation as necessary.
They received a lot of passionate feedback, more than they have for any other content in FFXIV, in the past 2 weeks, with quite noticeable difference of opinions between NA/EU forums and JP forums.
-The story relating to the BA clear (the choice) was hard to implement and was discussed among developers heavily. Ultimately, Yoshida interpreted the ending to take place before the BA clear, with events taking place after as a "bonus" rather than a true epilogue/ending.
-They made the Aetheric Stabilizer requirements harsh initially because they thought having too lax requirements would defeat the purpose of a priority ticket into BA. They have now seen that players do not use this as often as they intended, so they have made it easier to acquire. The intent was to have the player pay a certain time cost for a guaranteed entrance into BA.
-They received a lot of feedback that the rewards for the support fate (Tristitia) spawned from inside BA were not worth it. In the hotfix, the rewards for this fate will now be "greatly" increased.
-They have noticed that players are leaving Ovni early in order to get to their portals more quickly. In particular noticing that players would pull it out of NM range and reset it because of its "Rock Hard" attack. In response, they will now delay the portal spawn until a few minutes after Ovni is defeated as well as make sure that the buff is only obtained when staying within Ovni's NM range when it is defeated.
-This is the content they wanted to deliver - the one where they mentioned previously "content in an MMO that has never been experienced" etc. In particular, Yoshida was inspired by Diablo II's hardcore mode and Wizardry (?) on the Famicom to make challenging content with unprecedented multiplayer. He notes that if the playerbase has a big problem with content like this that feedback is taken very seriously - whatever that means.
They should know just enter will not get them any loot if they are going to die to mechanic of the boss. You can't really get carry in BA. Let it be clear, I do not like sniper but I would prefer a sniper that know how to do stuff than one who will just wipe the raid.
Hello everyone, this is FFXIV Producer and Director Yoshida here.
It’s been roughly two weeks since Eureka Hydatos was released, and I’d like to thank you for all your valuable feedback.
As you may know, Eureka and the Baldesion Arsenal were created with the concept of breaking down FFXIV’s fundamental gameplay. As a result, following the release of its final installment, we’ve received more feedback than usual from all over the world. Of those feedback posted to the forums, I noted that there’s a big divergence between North American/European and Japanese players.
The hot fix scheduled for today will introduce a number of adjustments to Hydatos and the Baldesion Arsenal based on your feedback. On this occasion, I’d like to take the opportunity to respond to some of the concerns raised and also explain our intent behind the changes.
Please be warned that this post will run a little long, as it comes from myself as well as Lead Battle Content Designer Nakagawa.
- The Baldesion Arsenal Post-clear Story (Yoshida)Firstly, regarding the feedback on the story that unfolds upon clearing the Baldesion Arsenal. As I mentioned in earlier interviews and announcements, I personally didn’t see it as an additional story or ending, and greenlit the content in its current state. However, my words proved to be misleading to those who felt there was a story, and for that I apologize.- A Word from the Lead Battle Content Designer (Nakagawa)
During development, the team deliberated this at great length. The scenes that follow the Baldesion Arsenal wouldn’t be experienced by everyone, but only by those who make a certain choice in regards to a character’s question and then go on to complete the dungeon. If you choose differently, you would not see these scenes.
However, no matter how you respond to the question, the Eureka story ends at that point. Those who’ve played through the story will know that you have to make a tough decision. In proceeding with the current spec, we believed that players would’ve come to terms with their decision and the consequences. And no matter what players choose, they would experience a clear ending before to moving on to the Baldesion Arsenal. Based on this, it was my belief that the Eureka story concludes there.
Rather than being a “true ending” or an “epilogue,” we sought to depict the events following the Baldesion Arsenal as a happy accident. This is because it’s impossible to predict such an outcome when you’re faced with the abovementioned tough decision. And if the choice you made left an unpleasant aftertaste, then that was as we had intended.
But regardless of our intentions, the way we implemented the content has been the subject of considerable criticism, and we’re taking it all to heart. I will also endeavor to take greater care with how I explain things. Please accept my sincerest apologies.Hello everyone. This is the lead battle content designer, Nakagawa. Thank you for your feedback and discussion.- Eased Requirements for the Aetheric Stabilizer (Nakagawa)
First of all, I’d like to apologize for the stress you’ve experienced as a result of the entry requirements for the Baldesion Arsenal. And I’d like to thank you all for observing good manners when enjoying Hydatos and the Baldesion Arsenal.
The following is an explanation of our policy behind the changes to the content. Please take a moment to read through it.The aetheric stabilizer was devised as a priority ticket for gaining entry to the Baldesion Arsenal, but it isn’t seeing much use due to the difficulty in obtaining it. If it were it too easy to obtain, it wouldn’t serve its intended function, but there’s undeniably a problem with the current spec. In response, we’ve decided to ease the requirements for obtaining the item while preserving its purpose. This adjustment will be implemented in today’s hot fix, and players will find the item considerably easier to obtain.- Increased Rewards for the FATE “Baldesion Arsenal: Expedition Support” (Nakagawa)
This adjustment is intended to make it possible for players to enter the dungeon with a reasonable time investment, while alleviating the competition for the entry amidst random conditions. We’ll keep an eye on things and make further changes if necessary.We received a lot of feedback saying that the reward for completing expedition support is inadequate. In order to make it worth the difficulty, we will increase the amount of Hydatos crystals awarded. This adjustment will also be implemented in today’s hot fix, and we’ll make further changes as required.- Abandonment of the FATEs “Baldesion Arsenal: Expedition Support” and “I Don’t Want to Believe” (Nakagawa)We consider this to be one of the biggest problems in Hydatos, and are hurrying to implement a solution.- Reflecting on the Baldesion Arsenal (Nakagawa)
This problem came about as a result of an attempt to address an issue immediately before the patch’s release. We had observed that Ovni’s knockback attack was preventing players from receiving entry rights, and so we expanded the area of eligibility to the whole field. However, this made it possible for players to still receive entry rights without participating in the FATE to the end, and instead go to find an aetherial node. Most of all, this situation was unfair to those tanks who stayed to keep up enmity until Ovni’s defeat, and we’d like to apologize.
In order to resolve this problem, we’re considering the following adjustments. Please note that these are subject to change.
▼Changes to the FATE “I Don’t Want to Believe”
- Delay aetherial node spawning by a few minutes following Ovni’s defeat.
- Limit the granting of the Aetherially Primed buff to the battle area.
▼Changes to the FATE “Baldesion Arsenal: Expedition Support”
In line with the above, we will make the following adjustments.
- Delay aetherial node spawning by a few minutes following notorious monster’s defeat.
- Have unstable nodes spawn first, followed by stable nodes a few minutes later.
- Limit the granting of the Aetherially Primed buff to the battle area.
Through these adjustments, we intend to prevent players from abandoning the FATEs. However, as these changes must be implemented with care, and following extensive testing, it may take a little while before we can proceed with them. As a result, they won’t go live in today’s hot fix, but we aim to implement them as soon as possible. We ask for your patience and understanding in the meantime.The Baldesion Arsenal was an extremely ambitious venture, and we were driven by the strong desire to deliver an experience and enjoyment that players had never seen before in a battle content. At the heart of the enjoyment is the restriction on resurrection, which introduces a heightened sense of tension as you play. This is how it all began.- Going Forward (Yoshida)
The inspiration for this were the games I used to feverishly play, for instance Diablo 2 and its hardcore mode and Wizardry on the Famicom, to name a couple. I feel that we succeeded in bringing that same enjoyment and sense of tension to our players in the Baldesion Arsenal. I also think we succeeded in creating an enjoyable high-difficulty raid dungeon for the largest ever number of participants ever seen in FFXIV.
Having said that, due to the abovementioned issues and other things we’ve learned through your feedback, we’ve caused our players a great deal of stress, and this is something we deeply regret. We’ve been made to realize there are many things we can change and improve upon. We’re determined to correct all the major issues and take the experience with us when we develop future content.
My responsibility on the FFXIV team is to plan and develop battle content that will be enjoyed by all our players. In this post, I’ve been given the chance to say a few words on Eureka and the Baldesion Arsenal, but I’d like to state that my desire to create great content applies across the board.
In the future, should more issues like this arise, I promise to take your feedback to heart, communicate openly with you all, and quickly take the necessary measures to improve things. Thank you for your continued support.This is FFXIV Producer and Director Yoshida again.
As Nakagawa has stated above, as a content, Eureka has been a challenge for the FFXIV team, following on from the Diadem.
FFXIV’s base gameplay is very important to us, and in order to have as many players as possible enjoy themselves, we take care not to introduce unnecessary stress to content. On the other hand, we also believe there is payoff to be had, a sense of accomplishment, at the end of sustained effort and heightened tension. This is a good kind of stress, and it’s the driving concept behind content such the Diadem and Eureka, which aim to break outside the FFXIV box.
As a result, there may be situations like Hydatos, where feedback diverges greatly depending on region, and issues arise that are beyond our anticipation. But we’ll learn from this and strive to continue delivering new ways to play.
With the 5.x series of patches, we’ll be trying something new again, but in the meantime, we’ll continue making adjustments not only to Hydatos, but to Eureka at large. Thank you for continued support.
Thanks yoshi. p. Hopefully we continue to see things get better for BA.
Thank you, Yoshida! We appreciate all of you and your team's hard work and efforts. Balancing this type of game (especially between different regions) is a huge struggle, and you can never really win 100% of the time. All you can do is your best to make the most people happy, which is something you guys have constantly done. Keep up the good work, looking forward to the expansion! どうもありがとうございました!
A question - Does Koji/another team member translate our responses into Japanese so you can understand them?
Thank you very much for taking the time to reply here, Yoshida, as well as Nakagawa. The changes to the entry to the Arsenal sound like they'll address a lot of the community concerns, which I hope will work out.
This one thing bothers me still, however.
But it is still a story detail that exists in the game. And Eureka is a place where you encourage players to interact with each other and share information - of course word of those additional scenes would spread. And it is my understanding that this aforementioned scene is guilty of what so many scenes in your game are also guilty of - making what few choices we do have in this game moot and void. Basically it doesn't matter because the end result will be the same, or close enough, regardless of what we choose. And that is the status quo that many people do leave Eureka with - a different story status quo from those who did not clear the Arsenal.
It was my impression that normal mode raids were introduced after ARR's Coils because you didn't want to lock story behind high-level content, but you ended up doing exactly this once again (though I will concede, much less of it). While I agree that players who clear Savage are rightly entitled to more awards than those who don't, I believe additional story - or "happy accidents" - should not be part of that. What happened here sets a very concerning precedent in my opinion, and I truly hope you will keep this incident in mind so such "happy accidents" will not happen again. I'm not telling you not to put scenes after such feats, just don't have them be as meaningful as this one.
You say that, yet the 'Really Making the Most of Hydatos' achievement is described as 'Truly complete all the story objectives within the Forbidden Land, Eureka Hydatos.' You can see why everybody, myself included, treats the last bit of story scenes after BA as the true ending. It's no "happy accident".
Late but the issue on that one is that there are a few mechanics that, if done badly, can wipe a party. Orbs, dice, meteors, etc. The "let them die" idea is in hopes that if they get themselves killed, they don't take an entire party with them. Not really as devious as it sounds.
I've actually stopped doing BA altogether. I have Kirin's Osode and full elemental +2 gear for my tank and almost 30 fragments toward the 100 for the weapon. I've lead several fragment runs and Ozma prog groups. I've been a leader in attempted Ozma clear groups. But I'm honestly just tired of it all.
I'm tired of the 1.5-2 hrs it can take to zone into the dungeon. I've gotten Ozma to 40% three times only to wipe to one person failing accel. bomb and/or meteor. And now that it's been a couple weeks, the primary Aether BA discord largely only has people putting Ozma clear/farm groups together with the requirement of proof of clear and/or explanation from previous leader on why the run failed (a.k.a. they wanna make sure it wasn't you that caused the wipe).
Now I understand wanting to farm it and not spend all this time getting in and more time getting back to Ozma only to have someone wipe 55 people at 40%. I wasn't happy when I leading an Ozma prog group and 1/3 of the people lied about having cleared AV.
I just don't have patience for the people putting super strict requirements on joining their group for a PUBLIC dungeon. I don't have patience leading these myself anymore--whether or not it's to help others. I don't have patience for spending 1.5-2 hrs to just get into the dungeon.
I say this as someone who loved Eureka from the beginning. On paper, Hydatos and BA are exactly what I wanted and more out of this experience begun in Anemos. Sadly, and I really mean that (sadly), this experience just doesn't bring me joy. Getting into BA is so punishing, that I experience nothing but dread, anxiety, stress, regret and disappointment with it now.
I just want three changes to this type of content in the future. I love the logos action system--brilliant, fun, rewarding, and strategic. I love the inability to raise people--a wonderful introduction to new combat experiences in XIV's style. But please change these three issues--and #1 is an ABSOLUTE MUST:
1) Allow full party finder and duty finder support (full 8-player parties and full 24/32-person alliance queue together). Don't make repeating the dungeon so punishing that it feels more punishing to enter than the dungeon than to fail the dungeon.
2) Lower the amount of people to more reasonable/manageable counts (24-32 people). It can't handle too many anyway as AV puddles disappear at times.
3) Don't format it in a way that can easily turn players against each other (fighting for access, needing others to do a support FATE, etc. Never underestimate the pettiness, grief, and spite players will have [on both sides] due to their sense of entitlement)
Might even add (3.1) to my third request: If this combat is dangerous because you can't be raised, maybe stay away from mechanics where one person can kill others so easily (Ozma). I'm totally content with a fight that's dangerous enough that someone cannot be carried through it. I think that's a great idea. But it's irritating when my success in the dungeon is incredibly contingent upon someone else's ability to follow seemingly simple mechanics. It's for this reason that I've lost a lot of interest in what I previously thought was one of the most interesting mounts in the game. Sure it's beautiful, but the journey to it is so unfulfilling and not achievement based as you're at someone else's mercy. So, yeah, getting killed by other people really sucks. It might not suck as much if I could reasonably access and repeat the dungeon with ease, to be fair.
While it does suck to be killed due to someone else failing mechanics, I think the problem here still lies in the instances accessibility. Had you been able to queue again, perhaps thta penalty wouldn't seem as harsh. However right now, if you die, you're looking at another 3 - 4 hours at least just to get in which is the wrong kind of stress I assume Yoshi is talking about.
There seems to be one group that organizes clears/farms in this way. There are plenty others that do not require screenshot proof/video proof/stream proof/whatever. I got my Ozma clear from the latter type of group, organized in that same Discord. However, given that 2/5 of my tries for Ozma prog/clear before I actually cleared it involved players that have not even been to AV trying to join Ozma progression, a part of me can understand wanting to see proof of progression...
If Eureka has been a challenge for the dev team, there is a severe problem with the dev process.
What are the differences between JP and NA/EU that Yoshi was mentioning?
What I've been seeing from my friends and such it's been in a format like (1. Link screenshot of achievements/kill, 2. Describe the fight in its entirety, 3. Must have at least 2-3 clears) I find that a little crazy because it's asking a lot from a single person, which I know it takes 1 person to wipe. My friends haven't been able to get into a Discord so they're trying to look for a prog one which is silly because I feel that we should be able to have premade party queing or in instance grouping there's so many issues trying to get clears/kills.
So its come to that, nice... lol
I wasn’t asked for any of this by the person organizing my Ozma clear run. The only requirement they really stated was to please be on Ozma, near enrage, and to have a good grasp on the mechanics. They didn’t demand screenshots or mechanic descriptions. Again, I’ve only seen 1 group advertising that theirs is formatted this way. I don’t think it would be particularly difficult to get in a group that doesn’t have those sorts of requirements.
Just to be clear, I am talking about the Aether discord. Not any of the other data center discords.
For sure I'm just saying what I've seen is all I know Aether is different than Primal and vice versa I don't know what it's like on Aether, I just wish we had a better system is all rather than what we got in BA it just seems so...backwards? I don't know it's so strange we can't invite while inside Eureka is all any other MMO you'd be able to go "LFG/LFM X Encounter need Y classes PST!". I think some of the Discords that I've seen on Primal like what I listed is a little much, I think 2-3 clears anyways, I'd take anyone close to enrage and all that personally but everyone has their own standards.
I hope your Eureka adventures continue to be fun though! I'm gonna try and figure out better ways to tackle this but there's only so much I can do ;.; I've tried reaching out and stuff so I'll find one eventually.
And meanwhile i'm over here bashing my head against the wall, unable to even enter the place.
When you have to rely on a third party website to even be able to get into the content you know there is a problem.
Two weeks of trying, only gotten enough people to try two times in that timespan, and both attempts ended either at or before the first boss due to one random idiot trying to speedrun it like a normal dungeon.
And since i don't use Discord myself, welp, that's that.
In other words, i'm locked out of the content.
I'm about ready to throw my arms in the air and give up.
I'm not even fighting the mobs, i'm fighting the rest of the playerbase and losing badly due to unwillingness to resort to underhanded measures or out of game voice chats.
I know your Pain :/
I quite honestly don't believe BA was intended to be beaten as quickly as it was, SE just didn't take into account people might organize on Discord.
BA seems like it was intended to be something long and dragged out till 5.0
If you don't mind me asking, why don't you use Discord?
Most people shout the Aether BA discord link in every instance whenever someone asks. If they don't have it, I can message it to you. I'm not sure if I'm allowed to just post it here or not.
Great. That is exactly World of Warcraft style tactics regarding entrance requirements. . . (heavy /s)
Seriously thought the worst aspect of Eureka Hydatos and the Baldesion Arsenal is the simple fact of getting in.
Having to spend 3 hours of organization to try to get in is stupid.
Change the player count to 24 and balance accordingly.