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[dev1075] Voidwatch Adjustments
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 12:00:20
Your chance of getting the item is 0.5% no matter what.
People are just more likely to *** and moan and report it when they get it on the wrong character, or someone gets two in a row, or whatever.
This doesn't change the random distribution of the drop.
If you have a Toci's, it still takes 139 pils to have a 50% chance at another drop of Toci's to yourself.
If 5% of players doing Pil already have Toci's, then that's a 50% chance of one ticket generated every 2780 Pils.
Statistically, then, you'll see one ticket every 11960 Pils.
tl;dr This does basically nothing. Honestly don't care what statistics tell us, point being is I can give a ticket the next time I get the body I already have to a friend that needs it, and that's all I care about.
Great, and when they get 4 more tickets past yours, they can get a Toci's too!
By Chyula 2012-02-03 12:13:51
once again Tanaka managed to trolls us the face, unless you are those with hundreds of million gil that can afford to buy the tickets. I don't see how getting 5 others to grind out 0/200+ to get a person 6 tickets, and before ppl go exaggerate on that 2nd or 3rd or 4th drop, there are the 99% out there who are 0/100+, 0/200+, 0/300+. All I see this is another attempt to increase longevity on a dying contents.
Server: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-02-03 12:28:18
Then don't get tickets /o/
People who are unlucky will be more than happy to spend a lot of gil on something they really want.
or lazy.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 12:34:23
plenty of mage people get melee only bodies and melee-only people get heka's etc. At least it's no longer just a lottery and wasted time
They still have to get said item more than once.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 12:41:44
I agree it's an increase. It's just an infinitesimal one.
By Kieron 2012-02-03 12:44:09
The required amount of ticket(s) you need should be 1. VW drop rates are so *** up they don't even make sense. I went 1/4 on Mekira body (Don't even need it) and 1/14 on Toci's. Meanwhile, we have people on said body pieces going on 0/300.
It still gives you a choice but they could stand to fix the drop rates a little a lot.
Server: Odin
Game: FFXI
Posts: 2821
By Odin.Sheelay 2012-02-03 12:49:29
It won't fix a damn thing, just force people to farm even more Gil for that rare chance someone will might have one fifth of a drop in their bazaars for 5M
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VIP
Server: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-02-03 13:05:16
I wish it extended to being able to trade rare items you have for a ticket as well.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:05:56
I don't think there will be enough of a supply that buying them will be feasible.
VIP
Server: Siren
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By Siren.Kalilla 2012-02-03 13:07:27
I see it working in linkshells very well to be honest.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:09:17
You'd have to be like my favorite person in the linkshell to get me to give you an item I could sell to some HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE JP impulse buyer for 5-10mil.
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By Siren.Kalilla 2012-02-03 13:11:09
Well that's the thing Sylow >.> not everyone is greedy and out for gil
I'd be more happy giving a ticket to a linkshell member or friend than getting a quick 5-10 mil.
[+]
Server: Odin
Game: FFXI
Posts: 2821
By Odin.Sheelay 2012-02-03 13:11:10
It won't fix a damn thing, just force people to farm even more Gil for that rare chance someone will might have one fifth of a drop in their bazaars for 5M you could still farm 25 mil gil cruor partying in a week with a single char if you focused and if you have 2 or more chars it becomes insanely easy. Would you rather work hard towards a goal for something or just play the odds for as long as you need to?
for all you know you'd end up wasting 100x the amount of time and energy that way with near nothing to show for it
I would rather do an event that isn't blatant spam proc/zerg and expect a reasonable chance at getting something (not a freaking mythril ore) worth the time spent into it.
VW isn't fun, and unless you go with an unbalanced alliance it's near fool proof. Farming 25 mil gil for a week is not fun either, let alone doing it on multiple chars.
Tickets would be a reasonable solution only if you were allowed to convert the whole content of your chest into one of them. You could be required more than just 5 to get a rare/ex drop, but you would at least be gradually progressing one run at a time.
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Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:11:40
Well that's the thing Sylow >.> not everyone is greedy and out for gil
I'd be more happy giving a ticket to a linkshell member or friend than getting a quick 5-10 mil.
Linkshell member != Friend
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2012-02-03 13:13:16
I'm looking forward to the change, is it perfect no. But after dragging my LSmates to 250+ kaggens I'd much prefer this system.
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VIP
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By Siren.Kalilla 2012-02-03 13:13:19
Well that's the thing Sylow >.> not everyone is greedy and out for gil
I'd be more happy giving a ticket to a linkshell member or friend than getting a quick 5-10 mil.
Linkshell member != Friend Mine are~
I wouldn't bother spending time around people I don't like if I'm playing a game unless I was really desperate in doing an event and even then I'd probably still pass.
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:13:39
Not that I wouldn't give a ticket to a friend that needed it, but just being in the same linkshell doesn't necessarily give me a vested interest in you :P
Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:14:32
To be honest most of the time I'm in an empty linkshell that's just for show because I hate everyone.
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By Siren.Kalilla 2012-02-03 13:16:24
:\
By Chyula 2012-02-03 13:18:16
so what are the chance a full 18 man ls having 5 same person getting a 2nd body to give the ticket to a 6th person out of 200 fights?. not to mention asking 17 others to work extra time farming dust?. I can only see more drama if LS member are to forced to give in.
VIP
Server: Siren
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By Siren.Kalilla 2012-02-03 13:19:47
Why would anyone be happy being forced into anything?
There are really that many people unhappy with the linkshells they are in? :\ That's really sad
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Bismarck.Sylow
Server: Bismarck
Game: FFXI
Posts: 3111
By Bismarck.Sylow 2012-02-03 13:20:20
so what are the chance a full 18 man ls having 5 same person getting a 2nd body to give the ticket to a 6th person out of 200 fights?. not to mention asking 17 others to work extra time farming dust?. I can only see more drama if LS member are to forced to give in.
25% to get a ticket after 200 fights.
Edit: Assuming 5 members w/ body.
Although I re-read, and I dont think that's what you asked.
By Chyula 2012-02-03 13:24:24
so what are the chance a full 18 man ls having 5 same person getting a 2nd body to give the ticket to a 6th person out of 200 fights?. not to mention asking 17 others to work extra time farming dust?. I can only see more drama if LS member are to forced to give in. 25% to get a ticket after 200 fights. Edit: Assuming 5 members w/ body. Although I re-read, and I dont think that's what you asked.
nah what I mean is 18 ppl start out clean no body, what are the chance to getting the same 5 or 6 ppl in that alliance getting a 2nd body to convert it to ticket out of 200 fight?
I use 200 fight, that seem like a more realistic number to grind out for working toward 1 person's body.
VIP
Server: Siren
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By Siren.Kalilla 2012-02-03 13:26:13
So 10-12 bodies in 200 fights in the same 18 person alliance?
By Chyula 2012-02-03 13:27:29
sigh.... let me make it clear, Chance mean probability.
By Schwertzauberer 2012-02-03 13:29:28
At least the tickets would mean that people who have already obtained the item they want will have some material incentive beyond cruor/exp to come back and fight it again.
Server: Asura
Game: FFXI
Posts: 510
By Asura.Vrytreya 2012-02-03 13:55:24
At least the tickets would mean that people who have already obtained the item they want will have some material incentive beyond cruor/exp to come back and fight it again. Uhhh... unless the ticket is going to be 10m+ in range. I wouldn't spend my stones for getting something that I already have and is very rare in the first place. Even doing Zilart just for Heavy Metal Pouch is a better incentive.
I don't want to make this topic again, do not start any trouble please.
Thank you! |
01-10-2012 03:02 PM | Camate | Community Rep | |
| Thanks so much for all the feedback regarding Voidwatch.
I have a couple responses to some of the suggestions and opinions that have been stated. (Sorry it’s a bit long)
Drop rates of equipment for each chapter
There are no drop rate differences for equipment in chapter 1, 2, or 3. Each has the same amount of rarity and there are no differences between chapters.
Bonuses for players who spawn the monster
It would be possible to look into this if other players who pay the costs received the same effects, for example, receiving the same benefits when using the maximum amount of cells. On the other hand, we are not thinking about offering special benefits just for spawning the monster. In extreme cases, only the player spawning the monster would consume Voidstones and continuous battles could take place which would eliminate the good point of Voidwatch where each member receives their own reward and would also develop long claim times.
Cruor needed for atmacite upgrades
For the amount of cruor needed to upgrade atmacites, the idea was not to acquire these beforehand in Abyssea, but to upgrade atmacites while receiving cruor as rewards for Voidwatch. In order to save cruor, it’s possible to increase the amount gained by using cells or participate in battles without spending Voidstones just for cruor rewards.
In regards to other feedback we have received, especially about the areas we plan to focus on to address, I would like to go over the planned adjustments.
Weaknesses and rewards
Since exploiting a monsters weakness is directly linked to the rewards, it seems like players are focusing on creating parties that can quickly defeat monsters whose weaknesses can be exploited easily. As we would like players to utilize weaknesses as an element of strategy, we would also like players to have fun on a larger scale, so we will be looking into making it so that the connection between exploiting weaknesses and the rewards received are not too strong.
Weakness revamps
In order to create battles that can be completed without relying on temporary items, we are planning to revamp weaknesses as well as adjust the distribution of temporary items.
Also, in regards to cases where the weakness is difficult or due to your setup you cannot exploit it even though you determined what it is, we are planning to perform appropriate adjustments. Though we have already received quite a bit of feedback on weakness, if there are any others you would like us to look into please submit your feedback.
Addition of option to destroy rewards
Currently, players need to receive all the rewards at once; however, since it is inconvenient when there is a rare item that you already possess and you are unable to receive the rewards, we will be making it possible to get rid of the item without obtaining it. We are planning to implement this during this week’s test server update.
Subsequent follow-ups
Depending on the route/monster (also depending on players), they are becoming split into popular/unpopular, so we will be continuing to find ways to make it so it will be easy for players that take on these routes later to gather party members.
Also for players that have already cleared these routes, there are already benefits for them to re-do them, such as being able to participate without spending Voidstones and receiving cruor/XP rewards; however, since we feel this isn’t enough, we will be looking into other benefits to participate in fights that have already been completed.
Finally, we plan on discussing topics in regards the loot system in the future, so please continue submitting your feedback. | |
01-16-2012 04:39 PM | Camate | Community Rep | |
| Hey everyone!
Thank you for all of your feedback.
I would like to answer some of the questions that have been raised in response to the planned adjustments that I announced last week, as well as provide more detailed information on the battle adjustments that will be made.
Now, I am sure that some players are worried that this content will become more difficult to complete or that it will become more difficult to obtain loot, but I would like to assure you that none of the planned adjustments will be disadvantageous for the players.
Freezing issue in certain zones
A lot of players have been reporting freezing issues with Voidwatch in Fort Karugo-Narugo (S). This issue is being addressed with the highest priority.
As a temporary fix, we plan on implementing a Voidwatch battle with the same content as Fort Karugo-Narugo (S) in a different area.
Battle adjustments
Quote: My opinion on Voidwatch is that it is content in which the player must proc weaknesses with the correct timing and use temporary items wisely.
That is exactly what our idea for Voidwatch was at the time of first implementation.
However, recently the issue of only tanks being able to get near the target due to powerful AoE spells has shifted the balance. As a result, players have become more dependent on temporary items and more often than not, players continually proc weaknesses in order to use temporary items. We agree with the players saying that “it’s ridiculous that one hit from an AoE spell kills me,” and this is the issue that we are placing a high priority on resolving.
As a future adjustment, we’re considering lowering the damage that non-targeted characters receive from AoE spells. We will re-evaluate the overall balance once we reduce the damage from AoE spells, but if further adjustments are necessary, we may look into the effects of weaknesses.
※With regard to battle balance, I would like to note that we do not assume that every player has the best armor, such as Aegis and Ochain, or Relic/Mythic/Empyrean Weapons. It is definitely advantageous to have the best gear, but we are making adjustments so that even players without the best gear are able to creatively finish all content.
The separation of exploiting weakness and loot
A specific adjustment we have planned is to set blue and red alignment at their maximum values at the beginning of the battle.
※It would be possible to raise these values even more through ascent items. As a result, players will not have to worry about exploiting weakness in order to obtain better loot. Our aim is for players to only have to consider exploiting weakness as part of their battle strategy. Also, this adjustment will address the difficulty of smaller parties obtaining loot. | |
01-18-2012 04:34 PM | Camate | Community Rep | |
| 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.
Quote: I personally like the separation of weaknesses and loot, but I feel like this leads to players simply switching to their strongest jobs to finish content. 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. | |
01-23-2012 02:22 PM | Camate | Community Rep | |
| Greetings!
We will be implementing the below adjustments to Voidwatch during this week’s test server update.
Addition of same battle content as Route: Jeuno 2 - Fort Karugo-Narugo (S) to Beaucedine Glacier.
※Beaudedine Glacier has been added to the list of teleports offered by the Atmacite Refiner.
※The above addition is a provisional change.
We will continue to make adjustments as we see how the current AoE damage adjustments affect battles going forward, so please be sure to submit any feedback you have. | |
01-26-2012 01:43 AM | Gildrein | Community Rep | |
| [dev1075] Voidwatch Adjustments
*The following content is in development. Specific details may differ from the release version.
The Jeuno II Voidwatch operation at Fort Karugo-Narugo (S) may also be undertaken at Beaucedine Glacier.
*Beaucedine Glacier will be added as a destination to Atmacite Refiner teleportation menus.
*This is a temporary measure.
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02-01-2012 12:25 PM | Camate | Community Rep | |
| Howdy!
I bring some news regarding the Voidwatch loot system, which I think you all will appreciate quite a bit.
The development team has been well aware of all of your frustrations when you friend hears you receive an item that they have been after for some time, but you are unable to pass it to them and have no choice but to toss it.
They have been looking into adjustments to the reward system extremely carefully to preserve the benefit of each person receiving a personal reward when participating, instead of having to lot against others. As a result, they are thinking about implementing the below type of system.
In the event that a rare/ex item drops to you when you already possess the item, it will be possible to exchange that item for a ticket (name pending)
Once you obtain a certain amount of these tickets, it will be possible to exchange them for their respective rare/ex item. (*edited at 3PM 2/2/2012)
*There will be different types of tickets for different items and you will need to collect the respective ticket for the item you would like.
*The required number of tickets is still being looked into and there is a possibility of change, but currently we estimate it to be about 5~6.
Tickets will be tradable and sellable.
The development team feels that this will not destroy the meaning of having personal rewards, and though the drop rate balance will not be changed, even if you continue to have bad luck obtaining the item you wish, by collecting the tickets from your friends you will eventually be able to obtain the item.
Since there are a lot of rewards items, meaning a large amount of tickets to be created, we will start off by looking into implementing the hard to get items first. Please understand that it will take some time before this is all implemented. | |
02-02-2012 04:47 PM | Camate | Community Rep | |
| Hey everyone.
I followed up with the development team to get an answer as to whether or not you need to already possess the rare/ex item to obtain a ticket. They said that you will in fact need to have the item in your possession and they are not planning to make it so you can give a ticket to someone else when you could obtain the actual item.
Also, to clarify the original post; each piece of gear will have their own ticket (and I've amended the original post for clarity). I've also seen questions about "will this apply to Heavy Metal Plates, too?" and the answer is no, this is currently planned for equipment pieces only. | |
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