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  1. #4221
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    Quote Originally Posted by Churchill View Post
    Prob not, but I can't wait to get back to scribblegate. Just wish there wasn't a tax there.
    Yeah, Wajoammart and Bhaflaumart just don't roll off the tongue.

  2. #4222
    Genoslut
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    Wajmart Bhafmart?

  3. #4223
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    Can they change the chocobo circuit already for bazaars? No one gives a fuck about racing and the zone would be the perfect place to idle.

  4. #4224
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    Quote Originally Posted by Genosync View Post
    Wajmart Bhafmart?
    lol

  5. #4225
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    Quote Originally Posted by Jem View Post
    It'd be very hard to see them adding Legion next Tuesday if they are doing an official test on Friday. Not exactly bags of time to take on board input or implement changes.
    Quote Originally Posted by Byrthnoth View Post
    Eh, they did the JP test last week. NA input probably wouldn't be considered anyway, so it wouldn't really matter if the did the NA test this Friday and released it next week. I agree that they would have mentioned it if they were going to add it though, so it probably isn't this patch.
    Since when do they fix things that the players tell them don't work on the test server? Or listen to input? At all. Ever.

    Quote Originally Posted by Hirronimus View Post
    Cool. I won't have to reactivate this month either.

  6. #4226
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    Quote Originally Posted by Colenzo View Post
    Well they have 4 days of tweaking and finalizing to have legion out and ready to go for the 14th's update after they do the public NA test. So heres to hoping.
    Apparently the JP test was last week, so it doesn't matter anyway, since they don't care about NA input.

    If you ask me, I doubt the JP higher ups even OK'd this NA "event", and that it was just the NA community staff people trying to be nice, get us involved, and try to send feedback. (which will be instantly ignored)

    (I'm not shit talking the NA community people, I think they're cool, and awesome people. The dev team is the one that doesn't give a shit what the NA team communicates back to them.)

  7. #4227
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    To be fair they probably have more people in the JP community to work with as far as people within the company goes. I'm also sure that a lot of crap doesn't get lost in translation either when they're worrying more about what the JP community says. That being said, I want JP onry servers . Tired if being called a gaijin at 4am when i wanna do vw q.q

  8. #4228
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    Quote Originally Posted by ronin sparthos View Post
    The 30min cooldowns are going to be a royal chore.
    Hmm I forgot about that. They said their intention was to remove that eventually, so hopefully that'll be sooner rather than later.

    Oh who am I kidding- it'll be mid-March.

  9. #4229
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    It's 20-fucking-12 and the devs still have zero inkling on how to implement a queue-up system in the instance of the zone hitting its group capacity.


    Also, to me, the notes make it feel like both Legion/new-VW are not hitting, and rather just the adjustments/nerfs. They wouldn't have shown a pic of Ig-Alima otherwise imo.

  10. #4230
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    Quote Originally Posted by Kaisha View Post
    It's 20-fucking-12 and the devs still have zero inkling on how to implement a queue-up system in the instance of the zone hitting its group capacity.


    Also, to me, the notes make it feel like both Legion/new-VW are not hitting, and rather just the adjustments/nerfs. They wouldn't have shown a pic of Ig-Alima otherwise imo.
    http://forum.square-enix.com/ffxi/th...897#post273897

    I'd argue it's not they can't do it, it's that they don't have time to do it given the priority of other content.

    It'll be packed for the first week or two sure, but aside from FiatLux/BeastmanOPs and MMM, how often has this really been an issue?

    Quote Originally Posted by Bayohne
    With the current waiting time setup, we are aware of the fact that players may still have to reserve a time even during non-congested times and we decided to make the waiting time system flexible, so that it is only applied when the area is congested. We are doing our best to take in player feedback to provide the least stressful playing environment possible, so we hope you understand the reasoning behind our current direction.
    Looks like it might not always be in effect, at least? We'll see tuesday, at worst.

  11. #4231
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    The way they worded it I'm assuming it's in effect regardless of actual congestion and they'll remove it later.

  12. #4232
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    Quote Originally Posted by Radec View Post
    http://forum.square-enix.com/ffxi/th...897#post273897

    I'd argue it's not they can't do it, it's that they don't have time to do it given the priority of other content.

    It'll be packed for the first week or two sure, but aside from FiatLux/BeastmanOPs and MMM, how often has this really been an issue?

    Looks like it might not always be in effect, at least? We'll see tuesday, at worst.
    Getting into Nyzul Isle used to be a complete bitch on the weekends, at least on Bahamut. There are only like 3-4 copies of the zone, so it is easy for it to get congested.

  13. #4233
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    Quote Originally Posted by Radec View Post
    http://forum.square-enix.com/ffxi/th...897#post273897

    I'd argue it's not they can't do it, it's that they don't have time to do it given the priority of other content.
    The way they worded it was to work it like Diorama for Ballista was, where you have to take a ticket out first, and then be there for when it happens, which is a totally backwards way of doing it for an event with varying time inside depending on the group's performance. Can't be that hard to implement a system where the game sends you a system message when it's your turn and you happen to be in line still.....


    Anyways, I'm hoping for a WoE ninja-patch where they adjust the downtime of the flux. Annoying as shit farming sometimes, and having to wait a good 15min for the flux to refresh itself. Possibly nerf its difficulty also so it's more low-man friendly with its dropped-dead popularity.
    Spoiler: show
    low-smn friendly*

  14. #4234
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    WTF at the whole Byrth thing. If people were doubting the fact that SE just doesn't give a fuck I think this is more than sufficient evidence to shut them up.

  15. #4235
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    In defense of SE, it's probably really annoying when they realize time and again that their NA players know their game better than they do.

  16. #4236
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    Why not just rework the servers while working on other shit and then release more instances at a later time? Too hard? D:

  17. #4237
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    Back in the day during weekends couldnt do Assaults and Nyzul for shit. Also Sandworm refused to swallow people since too many were in MMM lawl

  18. #4238
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    Quote Originally Posted by Kaisha
    Anyways, I'm hoping for a WoE ninja-patch where they adjust the downtime of the flux. Annoying as shit farming sometimes, and having to wait a good 15min for the flux to refresh itself. Possibly nerf its difficulty also so it's more low-man friendly with its dropped-dead popularity.
    Well fuck me.
    Quote Originally Posted by Camate
    Hello!

    I would like to share some information about our planned adjustments to Walk of Echoes, as well as our objectives for these adjustments.

    The following changes will be reflected in the mid-February version update.
    (Only changes that have been implemented on the test server)
    http://forum.square-enix.com/ffxi/im.../FFXI_sqex.jpg
    http://forum.square-enix.com/ffxi/im...quote_icon.png Originally Posted by Gildrein http://forum.square-enix.com/ffxi/im...post-right.png

    • The following adjustments will be made to spoils in the Walk of Echoes:
      • Walks 8–11: The drop rate for Devious Dice will be increased so that approximately half of all battle participants will receive them.
      • Walks 12–15: Enemies will drop magic scrolls for spells learnable at level 96

    Next, we plan on implementing the following three specs to accomplish our objectives.

    Objectives
    • Shorten the wait time (make it easier to participate in content successively)
    • Adjust difficulty of boss battles
    • Adjust difficulty immediately after entering


    Specs
    • Remove the wait time to re-obtain “Kupofried’s Medallion”
    • Ease up on damage dealt by AoE attacks from bosses
      Same as the specs to be implemented for Voidwatch
    • Obtain a temporary item when entering a walk


    We plan on allowing players to obtain one of five random temporary items.
    In addition, we plan on implementing the following changes after the above objectives are accomplished. Our goal is to make the content easier to participate in, complete, and gain rewards from.

    • Addition of bonus walks
      This would allow players to enter a walk with certain bonuses like increased EXP, increased loot drop rate and weakened monsters. These bonuses will be determined when entering a walk.
      We’re currently working on determining what requirements must be met to activate bonus walks, whether or not players are notified about their bonuses, and how players are informed about their bonuses.
       
    • Implementation of skill increase
      This has been implemented on the test server.
      There are many different playing styles for this content (gain skill points, just complete the content, etc.) so we would like to continue to collect your feedback.


    Also, many of you requested to remove the restriction of being unable to enter walks that are 50% completed, but we have no plans on removing this restriction. If we were to remove this restriction, players would be able to enter a walk right before the boss is defeated just to gain EXP.

    However, if every player is in favor of removing this restriction, there is a possibility of us removing it, but we believe that this adjustment would put us in a similar situation as we were in before the walks were updated. Players might ask to have the restriction changed to 95%, 90%, 80% and so on and so forth, but this would just be a matter of personal preference, so I believe that we should stick with the 50% figure.

    Please let us know what you think.





    And now for some Farnsworth.
    Quote Originally Posted by Camate
    Howdy!

    I’d like to share some responses to feedback gained through the Legion event held on the Japan side as well as other feedback received.

    This may be because I have gotten used to the 2nd battle, but I can defeat the first 3 HNMs in about 15 minutes. However, I feel like the 2nd stage opponents are way too strong. They are too hard and I cannot chip away at them. I would prefer battles with more exhilaration.
    I would hope that players get a better feel for each stage of battle as they attempt this content. Players should be able to advance further with each attempt as they get a better feel for the battles. I feel that the battles will become more exhilarating as players are able to complete them at a faster pace.

    In addition, we will continue to make adjustments to the difficulty of the battles.

    I feel that every opponent is “an NM with powerful AoE attacks and lots of HP,” which makes the content monotonous and a bit lacking in variety…
    Wouldn’t it be better to make this content more exciting by adding NMs with more individuality(such as NMs with low HP, but very powerful AoE or NMs who hardly use AoE attacks, but have very high HP)?

    The individuality of each monster is displayed in their actions and behavior. Understanding the characteristics of the monsters is the key to defeating them. We will continually adjust AoE attacks, so if there are any attacks that are deemed too powerful, they will definitely be adjusted.

    My Valoredge automaton receives 300-400 damage from normal attacks, so this content is extremely difficult for me.
    Thank you for providing us detailed statistics. We will use this as reference when evaluating potential adjustments. By the way, what was your enemy?

    Considering that I was only able to defeat 3 monsters my last try and that the difficulty was set so that about 6 monsters can be defeated by a good player, I feel like there is basically no room for error.
    We have set the difficulty of the monsters so that players can defeat 6 monsters even if they do not play perfectly, as long as they thoroughly understand the monsters’ characteristics and behavior patterns.

    I don’t want the battles to come down to the point where everyone needs to just wipe and have one person hold the monsters until they can recover.
    This is something we would certainly like to avoid, so we will continue to make adjustments to prevent this from happening.

    As I expected, if you participate in this content with 36 players, it is impossible to know what is going on between the two alliances. If you move close enough to read the opponents’ battle logs, you will probably die from AoE attacks. It is very difficult to coordinate with 36 players and some adjustments are necessary.
    I apologize for certain AoE skills that reach too far. We were able to allow communication among 36 players through linkshells in the Legion test server event, but we believe that communicating as best possible within alliances is the key to this content.

    I would like the following spec to be changed: The temporary item obtained when you defeat an elemental can only be obtained by the player who defeated the elemental.
    In exchange for the temporary item only being obtainable by the player who defeated the elemental, the temporary item has AoE effects. We have set up the battles so that they are not impossible to complete without the temporary item, so we would appreciate it if you view the temporary items as a bonus.

    I believe I read somewhere that if you are defeated, you can return to the lobby to recuperate, but I feel like this was never implemented. Does this refer to the fact that reraise is granted in the lotting room after you are kicked?
    Yes, that is what we’re referring to. (Actually raise is granted, not reraise)
    Even if every party member is defeated, players are not forcefully kicked from the area. Players can recuperate in the lobby, distribute loot and then leave the area.

    I feel like it is very difficult to lot on items during the battle, since we are very busy during battle and some players may be dead.
    We are looking into allowing players to cast raise on defeated players as soon as every monster that has appeared is defeated.

    I believe it is good that we are allowed a window of time to decide whether or not to enter or leave a room. However, it bothered me that the announced time remaining until entrance changes every time you enter a room. Is the time still counted even after every player has left the room?
    The announced remaining time is the remaining time available for the legion passes.
    The sooner you enter the room after receiving your legion pass, the more time you have to prepare, so we hope players are able to allocate their time easily.
    ※In the test server update on 2/3(Fri), we changed the time displayed in the help text for legion passes to match the countdown format of the announced remaining time.
    The available time for legion passes is 5 minutes, so I have run out of time several times. Isn’t the available time for legion passes unnecessary?

    This relates to the fundamental system of instanced areas, but if we do not implement a time limit for legion passes, it would be possible for a party to constantly claim an area, making the area inaccessible for other parties. We believe that 5 minutes is enough time to prepare for entering the room after receiving the legion pass, but do you feel like more time is necessary? If there are many requests to increase this time, we will look into it.

    I have not gotten involved much with the legion passes personally, so I may not be in a position to comment, but I am very grateful that entire alliances can warp to the area. However, if possible, I think it would be better if all 36 participants can warp to the area.
    That would be very convenient, indeed, but we are currently unable to connect multiple alliances…

    I am not sure if this is a permanent spec, but I only received 1 dropped item (Dragon Chronicles) from an NM. Unless the drops are increased, people will stop participating in this content. I feel like 3-5 drops per NM defeated would be more fitting.
    Incidentally, it seems like many players received only 1 drop per monster defeated in the Legion event, but it is certainly possible to receive multiple drops. Also, the expected drops are increased from the 2nd set of monsters on, so the more monsters you defeat, the more drops you will receive.

    Regarding the quality of loot, this is determined by chance, so players will not always receive good items, but we will be sure to make adjustments so that players are not disappointed often.
    Regarding dropped loot, would it be possible to implement a system similar to Union boxes from Campaign Battles, in which a certain number of loot items, based on the number of opponents defeated, are placed in the loot pool at the end?

    First of all, there is a system limitation of ten items as the maximum number of items that fit in a loot box. If any more items are placed on the loot box, they will be lost, so we have thought about possibly splitting up loot into multiple boxes. However, if players have to split up loot from multiple boxes, players may not have enough time to distribute loot. Players may also mistakenly open the boxes before the loot is placed in the box.

    Also, if loot is distributed at the end, players who can only participate partway through the content cannot receive their rewards. If we allow players to distribute loot after defeating each set of monsters, the pace of battle will be ruined and players will be even further pressed for time. Placing dropped items to the loot box and distributing these items through the lot system has been tried and tested in Dynamis content, and many players asked that this system be implemented in Walk of Echoes.

    With that said, we decided that this system would be best suited for Legion content, which involves many loot items. (We also used the same though process for determining how legion points are obtained.)

    ----------
    We will also be implementing adjustments based on player feedback in this week’s test server update and we would like to get even more feedback from the North American led Legion event.

  19. #4239
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    Well, that sounds promising at least. I am sorta excited for Legion but at the same time I'm not going to get too excited until actually getting to try it out and seeing how it is/drop rates.

  20. #4240
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    My favorite from that q&a:

    Considering that I was only able to defeat 3 monsters my last try and that the difficulty was set so that about 6 monsters can be defeated by a good player, I feel like there is basically no room for error.
    We have set the difficulty of the monsters so that players can defeat 6 monsters even if they do not play perfectly, as long as they thoroughly understand the monsters’ characteristics and behavior patterns.
    Translation: You're not a good player.

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