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[dev1047] New Battle System: Legion
Serveur: Carbuncle
Game: FFXI
Posts: 1074
By Carbuncle.Joeywheeler 2012-01-13 13:20:59
Make awesome fights, make loot buyable via Legion points(or whatever name) everyone is happy.
Serveur: Asura
Game: FFXI
Posts: 368
By Asura.Wyattdoc 2012-01-13 13:21:53
the leaders in our ls doesnt even bother with getting gear till everyone else has got their mains done.
Serveur: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-13 13:29:34
If the content needs 36 ppl then good luck coordinating anything that isn't 'throw bodies at this ***repeatedly, smns hold when the DDs wipe to nerve gas, gates, tetsudo tremor' etc. Challenge will immediately boil down to how well you can zombie mobs and keep MPK down to a minimum.
More realistically, the content is an alliance affair like Voidwatch.
Ragnarok.Kogenta
Serveur: Ragnarok
Game: FFXI
Posts: 214
By Ragnarok.Kogenta 2012-01-13 13:31:43
I see the return of the "pld only on the mob, blms nuke from distance" strategy from the deep of our nightmares
Serveur: Bismarck
Game: FFXI
Posts: 109
By Bismarck.Azagthothe 2012-01-13 13:34:07
I don't know why people stay in linkshells where they're subdued. In my ls leaders don't have any priority over other members, if we use points everyone starts with the same amount.
It partially has to do with how much playtime people have and if there are any other shells they can get into that do the event during their playtime.
By Chyula 2012-01-13 13:35:23
I see the return of the "pld only on the mob, blms nuke from distance" strategy from the deep of our nightmares
Won't happen with a time restriction, it'll all come down to pet burn that ***down like WoE. Drg and lolpup you two not on the list gtfo.
Serveur: Odin
Game: FFXI
Posts: 211
By Odin.Almont 2012-01-13 13:35:35
the leaders in our ls doesnt even bother with getting gear till everyone else has got their mains done.
A good leader will be concerned about the health and success of their LS over themselves. Transparent recordkeeping takes care of 95% of potential drama in the LS I'm in currently. People can see who's in which position in line for desired gear, Leaders note when our tables have been updated and if someone has an actual dispute, they and we both have the same records to work from.
[+]
Carbuncle.Crollion
Serveur: Carbuncle
Game: FFXI
Posts: 221
By Carbuncle.Crollion 2012-01-13 13:35:43
i for one and all my guys can come in and say am the type of leader that gets everything last unless its for a job nobody plays (aka drk) everyone that been in the ls since it started has alot more +2s emps and the jazz then i do lol. so i care nope i just play to have fun.
but like people posted it will be fun to try and organize 36 peeps to listen lmfao its gonna be a giant ***zerg fest. i still like where SE is oing with this so glad to see old style ff come back. just please no procs BS. gonna be nice to see how many peeps really think they know there abys burned jobs.
Quetzalcoatl.Zagam
Serveur: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-13 13:44:04
the leaders in our ls doesnt even bother with getting gear till everyone else has got their mains done.
A good leader will be concerned about the health and success of their LS over themselves. Transparent recordkeeping takes care of 95% of potential drama in the LS I'm in currently. People can see who's in which position in line for desired gear, Leaders note when our tables have been updated and if someone has an actual dispute, they and we both have the same records to work from.
The problem will be in filling the roster with randoms. you cant keep point systems when there's half or less (or more) people there for that one run only. There are a few shells out there hovering 10-20 and hopefully the 18-36 really means that 36 p/u is needed but a solid core of longterm players can beat it with 18 or less.
If you really do need 30+ then you wont see any point systems for gear it will either be free for all or the typical: Legion do you need it? XXX gear locked etc etc (why anyone joins this is beyond me but happens way to often already)
By Chyula 2012-01-13 13:47:59
For the billion time, grinding a job or abys burn a job does not determine a players skill. a bad player will always be bad no mater they grind it the old way or abys burn. it just hitting a *** macro that you can learn after 1-3 mins of reading. a player responsiveness timer get lower and lower the more they practice on the actual HNM not the dumb *** exp mob. and everyone have a different learning curve.
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Quetzalcoatl.Zagam
Serveur: Quetzalcoatl
Game: FFXI
Posts: 81
By Quetzalcoatl.Zagam 2012-01-13 13:54:00
For the billion time, grinding a job or abys burn a job does not determine a players skill. a bad player will always be bad no mater they grind it the old way or abys burn. it just hitting a *** macro that you can learn after 1-3 mins of reading. a player responsiveness timer get lower and lower the more they practice on the actual HNM not the dumb *** exp mob. and everyone have a different learning curve.
So blms with 150 elemental skill, melee with sub 300 weapons skill etc etc are just fine? Reg exping these skills stayed capped for the most part. If you go out after and cap these your no longer a aby burned gimp. There was a reason the term maat cap syndrome was used, those people were gimps and couldn't play all there jobs well let alone 1.
Cerberus.Tikal
Serveur: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-13 13:54:25
I'm down for this. Cerberus for the most part has a pretty solid VW crowd. If the same group shows interest in Legion, I could see us doing well off pick-ups. Just need smart leaders.
Serveur: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2012-01-13 14:07:35
Quetzalcoatl.Zagam said: »For the billion time, grinding a job or abys burn a job does not determine a players skill. a bad player will always be bad no mater they grind it the old way or abys burn. it just hitting a *** macro that you can learn after 1-3 mins of reading. a player responsiveness timer get lower and lower the more they practice on the actual HNM not the dumb *** exp mob. and everyone have a different learning curve.
So blms with 150 elemental skill, melee with sub 300 weapons skill etc etc are just fine? Reg exping these skills stayed capped for the most part. If you go out after and cap these your no longer a aby burned gimp. There was a reason the term maat cap syndrome was used, those people were gimps and couldn't play all there jobs well let alone 1.
Except a good player won't field the job until the skills are up to respectable levels.
Maats cap syndrome happened because those individuals only cared to get the class up to a standard good enough to beat Maat.
EXP doesn't make someone good with their job. HNM =/= EXP =/= events.
[+]
By mortontony1 2012-01-13 14:43:44
[+]
Serveur: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-13 14:45:03
This looks nothing like VW, it's more like Ein 2.0 with waves of NMs instead of waves of normal mobs.
Bahamut.Serj
Serveur: Bahamut
Game: FFXI
Posts: 6179
By Bahamut.Serj 2012-01-13 14:50:09
Point system.... Thank god.
By Arcari 2012-01-13 14:53:13
Meanwhile, in the Legion of Doom...oh wait, wrong Legion huh?
I'm excited for this. I don't mind the group treasure pool, so long as the loot gained from Legion points will be overall superior. And no Fanatic's/Fool's unless they're in extremely limited quantities, hopefully.
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Bahamut.Krizz
Serveur: Bahamut
Game: FFXI
Posts: 3160
By Bahamut.Krizz 2012-01-13 15:03:55
By mortontony1 2012-01-13 15:06:31
Phoenix.Dramatica said: »This looks nothing like VW, it's more like Ein 2.0 with waves of NMs instead of waves of normal mobs.
I just meant they seem like difficult battles with alliances, great gear (better lot system) etc. wasn't aware it was waves. But even still.
Cerberus.Tikal
Serveur: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-13 15:07:45
I hope there is no winning this. I hope it goes on until you wipe, getting harder and harder, or having less and less time to recoop between NMs.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-13 15:12:47
I hope there is no winning this. I hope it goes on until you wipe, getting harder and harder, or having less and less time to recoop between NMs. I'd love that :o
[+]
Serveur: Phoenix
Game: FFXI
Posts: 1285
By Phoenix.Dramatica 2012-01-13 15:15:41
Phoenix.Dramatica said: »This looks nothing like VW, it's more like Ein 2.0 with waves of NMs instead of waves of normal mobs.
I just meant they seem like difficult battles with alliances, great gear (better lot system) etc. wasn't aware it was waves. But even still. Well I would rate voidwatch as some of the easiest content ever released besides Abyssea for a good group. Temporary item spam just makes things far too easy.
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2012-01-13 15:19:10
If the "Paramount Botulus" is in any way reminiscent of Botulus Rex, I will absolutely ***.
[+]
Serveur: Shiva
Game: FFXI
Posts: 8022
By Shiva.Viciousss 2012-01-13 15:20:49
filling up the alliance with people that are fun to be around is going to be impossible on this server ~.~
Cerberus.Tikal
Serveur: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-13 15:20:49
I hope there is no winning this. I hope it goes on until you wipe, getting harder and harder, or having less and less time to recoop between NMs. I'd love that :o It'd be good too because it'd foster competition to see who can get the farthest, even after the loot becomes common or better stuff comes out. Nyzul kind of had that but was limited by the thirty-minute timer. Without a timer, and apt difficulty, it could be a pretty awesome event.
Serveur: Odin
Game: FFXI
Posts: 211
By Odin.Almont 2012-01-13 15:25:09
Quetzalcoatl.Zagam said: »The problem will be in filling the roster with randoms. you cant keep point systems when there's half or less (or more) people there for that one run only. There are a few shells out there hovering 10-20 and hopefully the 18-36 really means that 36 p/u is needed but a solid core of longterm players can beat it with 18 or less.
I'm also hoping that a good group of players can beat this with 18-20, yes. We generally don't shout for pick-ups for our 'shell events; it's not too much trouble to get together an alliance's worth of members as long as people know in advance that we'll be doing something.
By Zeota 2012-01-13 15:29:42
Valefor.Prothescar said: »If the "Paramount Botulus" is in any way reminiscent of Botulus Rex, I will absolutely ***. I wouldn't put it past them. God help us if such is the case.
VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-01-13 15:38:05
Quetzalcoatl.Zagam said: »The problem will be in filling the roster with randoms. you cant keep point systems when there's half or less (or more) people there for that one run only. There are a few shells out there hovering 10-20 and hopefully the 18-36 really means that 36 p/u is needed but a solid core of longterm players can beat it with 18 or less.
I'm also hoping that a good group of players can beat this with 18-20, yes. We generally don't shout for pick-ups for our 'shell events; it's not too much trouble to get together an alliance's worth of members as long as people know in advance that we'll be doing something. I might of missread, but you'd be better off limiting yourself to 18 or 36. If you go over 18 I think the difficulty level will go up to 36 players.
I could be wrong...
Sylph.Kimble
Serveur: Sylph
Game: FFXI
Posts: 2912
By Sylph.Kimble 2012-01-13 15:39:39
the main problem with this system is its geared toward big LS and those went away over a year ago. Voidwatch wasnt able to bring back big LS even though many people tried to. There just isnt enough content to warrent making a big ls.
I bet it will just be down through shouts like voidwatch is.
Cerberus.Tikal
Serveur: Cerberus
Game: FFXI
Posts: 4947
By Cerberus.Tikal 2012-01-13 15:45:00
Co-operating linkshells is another idea.

| 01-13-2012 05:17 AM | | Gildrein | | Community Rep |  |
| [dev1047] New Battle System: Legion
*The following content is in development. Specific details may differ from the release version.
Overview
| Legion is a new battle system intended to challenge high-level adventurers in alliances of eighteen to thirty-six combatants. Legion will feature unique battlefields in which combatants will be pitted against legions of formidable high-level notorious monsters (HNMs). Slay as many foes as possible within the thirty-minute time limit to reap a host of exciting rewards! |
Requirements
Main job of level 75 or above
Three to thirty-six participants
*On the test server, Legion battles may be conducted with only one or two participants.
Participating in Legion
Speak to Saarlan in Sauromugue Champaign (E-6) and pay the participation fee of 360,000 gil to receive the “Legion tome page” key item.
*Only one representative from your alliance need possess this key item.
With the key item in your possession, speak to Mayuyu in the same area and choose your desired battlefield and capacity (eighteen or thirty-six combatants). After your selections are confirmed, you will receive a Legion pass.
*As a single Legion pass can transport up to eighteen players, larger groups will receive two passes.
*Legion passes will be valid for five minutes (Earth time) after issuance.
Have your alliance leader trade the issued pass to the Legion Tome to enter the Legion entrance lobby.
Make sure to configure your alliance as desired before trading the pass. Should any members be lower than level 75, your alliance will be refused entry. *For groups larger than eighteen, it will be necessary to trade the extra Legion pass to the leader of your second alliance or party. *On the test server, passes will be accepted from any party or alliance member.
From the lobby, examine the Legion Portal or simply wait for the allotted time to elapse. You will be transported to the battlefield to commence the fight!
A total of three battlefields—the Halls of Skies, Earth, and Winds (names tentative)—have been implemented for the test server.
Spoils of War
Each HNM defeated will yield items and Legion points.
Items will be placed in a treasure pool to be lotted on by all participants.
Loot quality and Legion point rewards will increase the more foes you slay.
Legion points may be redeemed with Saarlan for a variety of rewards.
*Legion point exchange will be implemented at a later date.
*Equipment rewards currently implemented on the test server are placeholders and do not reflect the rewards that will be obtainable in the release version.
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| 01-16-2012 02:34 PM | | Camate | | Community Rep |  |
| Howdy everyone!
Thanks for all the feedback thus far.
I will have another post ready in just a little while to share some more information about Legion, but in the meantime I would like to share a post from Director Mizuki Ito with you which gives some insight into the new Legion content 
Mizuki Ito said: Hello! This is Director Mizuki Ito.
With the test server update, we have implemented “Legion (formerly The Last Stand)”
We have already mentioned this in the overview, but Legion is a new type of battle content that is geared towards 18-36 players with high level characters. Since it is a reserved area system, it might be easy to understand what it is if you imagine the atmosphere of Limbus.
With the large scale Legion content and the smaller scale Nyzul Isle Uncharted Region, our goal is to increase the options to you depending on how many people you have.
We added this to the test server with this recent update so that you could get an idea what kind of system Legion is as well as get a feel for the general flow of the content from beginning to end.
We will be constantly adjusting the system, meaning battle balance of course, as well as drop rates and the amount of Legion point rewards, so please let us know all of your feedback. | |
| 01-16-2012 04:48 PM | | Camate | | Community Rep |  |
| Alrighty, now for the promised post. Sorry it took me a bit!
I would like to apologize for the inconvenience of not being able to properly test this content due to a bug. (This has been fixed!)
Many players have requested that this content be accessible to smaller parties, but as Director Ito stated, Legion is meant for large parties. This does not mean that we do not plan on implementing new content for smaller parties. As the “Nyzul Isle Investigation” is meant for smaller parties, Legion is meant for larger parties. We hope you understand.
Quote: I understand that this content involves claimed zones, but is it possible for multiple parties to simultaneously enter the same zone?
I really hope that the tragedies of the old Dynamis and Limbus areas are not repeated. Similarly to the “Nyzul Isle Investigation,” the claimed zones in Legion will turn into an instance. Although there will be a limit, multiple parties will be able to simultaneously enter the same area.
Quote: I am genuinely happy that we are given 30 minutes for this content.
However, I would like the difficulty to be adjusted based on the number of players participating.
If one legion pass is traded, the difficulty will be set for 18 players.
If two legion passes are traded, the difficulty will be set for 18 players plus the number of additional players in the second pass (6, 12 or 18 players). We adjust the difficulty based on the number of players participating by adjusting the strength of the monsters that appear.
Other than that, there are no differences based on the number of players, so players will be able to enjoy the same battle content and obtain the same loot and legion points whether they have 18 players or 36.
※Although the content may be the same, it is possible for an alliance of 36 players to be able to obtain more loot, since they will be able to defeat more monsters.
Quote: I do not want items to be dropped using the lotting system! I want items to be dropped as individual rewards! The reward system for Legion is separated into the lotting system and trading for legion points. Trading for legion points is more similar to the individual reward system that you bring up.
Also, since this content has a time limit, we decided that obtaining loot from treasure chests would take up too much time. There is no limit to the number of monsters that appear, so players can maximize their obtained loot by defeating more monsters within the given time.
I would like players to creatively strategize to obtain as much loot as possible in one run. | |
| 01-19-2012 04:47 PM | | Camate | | Community Rep |  |
| I have returned yet again to share some additional responses to feedback in regards to the new Legion content.
Quote: Are there essentially only 2 (for 18 or 36 players) difficulty levels?
Does this mean that it would be very difficult to attempt the battle for 36 players with only 19 players?
Would it be possible to set the battle for 18 players at the easiest setting and gradually increase the difficulty for each additional player participating? I think that would be more enjoyable for the players. Quote: I think it would be best to set the lowest difficulty setting for the minimum possible number of participating players and gradually increase the difficulty for each additional player participating.
I understand that adjusting the balance would probably be difficult, but it would be great if difficulty settings for 6, 12, 18, 24, 30 and 36 players can be prepared.
In order to prevent all players from participating in this content with a 6 player party, a bonus that increases with the number of players participating can be implemented.
A special point system can be implemented, in which more bonus points are awarded when more players are participating. The difficulty for the 36 player version will not be twice as difficult as the 18 player version. The difference will not be large enough to cause a significant disadvantage.
In terms of efficiency, it would definitely be more efficient to participate with exactly 18 or 36 players, but it is still possible to participate in this content with fewer players, although efficiency would be sacrificed. In other words, it is not necessary to gather 36 players, and the difficulty settings will be set so that it is still possible to complete this content with 19 players.
Differences in battle strength will not affect the strength of the monsters, but instead will affect the number of monsters the party is able to defeat.
The fact that legion content is not based on completion/fail basis is the biggest difference from usual battlefields. If the enemies’ strength is changed linearly with the number of players participating, parties of 19 or 36 players would be able to defeat the same number of monsters. This would greatly alter the foundation of this content, including how loot is distributed.
Finally, the minimum number of players necessary to participate in this content is intentionally set lower than the number of players necessary to effectively participate in this content. This is because we do not want to set system limitations so that players are unable to creatively take on a very difficult challenge. I think it would be fun for players to attempt challenges such as trying to defeat only one monster with a very small party.
Quote: I apologize if this question has been asked before.
What will happen to the items in the loot pool once 30 minutes are up?
If the loot is placed at the entrance after the battle, as was the case with Limbus, the loot will remain in the loot pool, which gives players about 5 minutes to distribute the loot.
From what I can tell, it seems like players will be sent out to Sauromugue after the battle.
Actually, I was trying to test this out while soloing and failed miserably. I got demolished by turtles, snakes and wyrms... lol
This content is a continuous battle against monsters, so I’m sure there will be occasions where a monster is defeated right before time is up. I would be very disappointed if these efforts are for naught, so I would like to know how the time limit and loot distribution will actually work. There is no need to worry. In order for players to be able to enjoy the battle right until the end, we will prepare time, which is separate from the time limit, for players to distribute loot. To be specific, once the time limit is up, players will be transferred to the lobby area, where they will have 5 minutes to lot on loot.
Quote: Since it seems like items are distributed through the lotting system, is this a good representation of the loot system in legion?
Less players
Pros: Less lotting competition (If 6 players are going after 1 item, there is a 16% chance of obtaining the item)
Cons: Less monsters defeated (less item drops), More responsibility for players during the battle
More players
Pros: More monsters defeated (more item drops), Less responsibility for players during the battle
Cons: More lotting competition (If 36 players are going after 1 item, there is a 2% chance of obtaining the item) With regard to loot, players can obtain loot either through trading Legion points or through the lotting system. If a lot of monsters are defeated by many players, there will be more loot dropped, which means there are more chances to obtain loot. Even if a player fails to obtain an item through lotting, that player accumulates Legion points with each run, which will allow the player to possibly trade for the item. With more players, there certainly is more competition when lotting on an item, but considering that there are more loot items dropped, the probability of obtaining an item will not drop as severely as you mentioned. | |
| 01-20-2012 05:17 PM | | Camate | | Community Rep |  |
| Alrighty, I have a couple answers to some questions I am seeing in this thread.
Dropped items/point items
The items you can receive via drops will differ from those that you can obtain by exchanging Legion points. Apologies if it was misconstrued from previous posts that they would be the same items. Essentially even if you lose a lotting battle to obtain an item, by participating in the battle and saving up points you can get a reward.
Cool down timer for re-entry
There is actually no cool down timer and as long as the area is free and you are in possession of the key-item needed to enter, you can repeat this content again and again.
Also, in regards to the specific questions on point acquisition, I am still checking with the development team and should have an answer pretty soon. | |
| 01-23-2012 05:28 PM | | Camate | | Community Rep |  |
| Heya everyone 
I got word back from the development team about the point system.
It's as most have been saying, you will receive points for every monster that you defeat. Regardless of how many players are participating, everyone will receive the same amount of points and the amount gained will not change based on difficulty (18 person/ 36 person). | |
| 02-06-2012 04:01 PM | | Camate | | Community Rep |  |
| Test Server Feedback Event: Legion
Greetings everyone! 
The North American Community Team will be holding their very first test server gathering, which will be used to focus test the new Legion content. Myself, Bayohne and Rukkirii will be making an appearance to join you in battle and help you get familiar with the content in a large group setting.
Please read over the below notes and the event overview before participating.
We are looking forward to seeing as many of you as possible! 
Requests and things to note
Everyone is welcome to participate, even those that have not experience large scale battles.
As we would like to get feedback that is close to actual play as possible, please use the jobs and equipment that you would normally use.
※Please refrain from using equipment that you can obtain from the test server (i.e. don’t use relics if you really don’t have one)
Please participate on a level 99 job.
The Community Team will not be organizing or explaining battle strategies as we will leave this up to the players to decide.
※If there are experienced players present, allow them to lead and offer advice.
In the case we have more than 36 participants we will go into separate rooms
Event Overview
Date and Time
2/10/2012 (Friday) 6:30PM-9:00PM PST (9:30PM-12:00AM EST)
※The event will begin promptly at 7:00PM PST, so please gather and have your parties ready to go so we can move through the schedule on time.
Meeting Place
Undine (Test server)
Sauromugue Champaign (E-6)
Event Schedule
| 6:30PM: | Preparation (30 minutes)
Please make sure to prepare your equipment and establish your parties before we begin.
*The Community Team will be distributing linkshells to everyone. | | 7:00PM: | Flow Explanation & Questions (10 min.)/Strategy meeting (10 min.)
Staff explains about Legion progression and points to note | | 7:20PM: | Battle 1 (30 min.)
Tackle a Legion battle | | 7:50PM: | Feedback (10 min.)
Time for participants to post feedback, thoughts and questions on the official feedback thread | | 8:00PM: | Intermission (10 min.) | | 8:10PM: | Strategy meeting 2 (10 min.)
Reflection on first battle and reassessment of battle strategy/party setup | | 8:20PM: | Battle 2 (30 min.)
Legion battle round 2 | | 8:50PM: | Feedback 2 (10 min.)
Time for participants to post feedback, thoughts and questions on the official feedback thread | | 9:00PM: | Disband
※The Community Team will leave at 9:00PM, but everyone is free to continue to test and discuss the content afterwards. |
Points to note
We ask that you do not send tells to the members of the Community Team. When it comes to discussion, we ask that you focus on the event itself as the Community Team will not be answering any unrelated questions.
We may release videos and/or screenshots from the event, so please understand that character names may be shown in chat windows and party lists.
There may be cases the event is canceled due to unforeseeable circumstances.
If we determine that a player is impeding the flow of the event in any way or disturbing other players, that player will be warned and/or reprimanded. If it is determined that the actions are being performed that interrupt service, we will terminate the event.
Any players that do not follow staff directions and cause problems with the event will be penalized.
Feedback
Please leave feedback about the Legion system after participating.
Using the below template, please post feedback into this thread.
------------------------------------------------------------------------
Job you participated with
(Main job/support job/level)
Thoughts on content
-System:
-Battle:
Other feedback and opinions
------------------------------------------------------------------------ | |
| 02-07-2012 02:21 PM | | Camate | | Community Rep |  |
| 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.
Quote: 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.
Quote: 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.
Quote: 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?
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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.
Quote: 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…
Quote: 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.
Quote: 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.)
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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. | |
| 02-16-2012 01:31 PM | | Camate | | Community Rep |  |
| To everyone that made it out to our Legion test server event, thanks so much! It was a lot of fun 
We definitely hope to do it again soon, so if you missed out on last week’s event, try and come out for a future test server event!
We passed off all the feedback that you submitted and below are some comments from the development team in regards to some points we have seen mentioned.
BGM
While it might be a bit difficult to get a totally brand-new BGM in right away, it might be possible to have something similar to Moblin Maze Mongers where you can select your BGM from a list of tracks upon entry. We will be proactively looking into this.
Safe spot
We are currently adjusting the pathing range and detection range, so there will be a safe spot; however, in cases where you use the entire battlefield to fight, it may be difficult to get positioned properly. You’ll be able to recognize the spot where the monsters won’t come by looking at their behavior when their name turns yellow after a wipe.
Time interval after defeating a wave of monsters
We’ve read some comments asking to quickly spawn the next set of monsters since time is of the essence. It’s definitely possible to adjust the time; however, this will ultimately reduce the time where you can recast buffs and recover MP, so this really depends on how many requests there are for this.
As a side note, we do not have any plans of fully restoring HP/MP when the first wave is defeated.
Legion Points
There were some comments saying that 10 points for one kill is too low. The points that you receive are not a static value. The point values actually go up as you kill more enemies, starting with 10 points for 1 kill, 20 points for 2 kills, and 30 points for 3 kills. Clearing the first wave of monsters you would get 60 points and by defeating the second wave you would get a total 210 points.
As a guideline we are planning so that if you are able to defeat one wave of monsters in each of the four halls as well as the fifth hall and do this twice, you will have enough points to exchange them for an item.
As the development team works on adjusting the system and we prep for the next test server event, please continue to submit your feedback  | |
| 02-21-2012 02:15 PM | | Camate | | Community Rep |  |
| Howdy!
I wanted to let you all know about some plans for Legion in regards to loot.
In addition to the items you can see on the test server currently, we are planning to add materials for new synthesis recipes (*) that will be added.
(Synthesis materials that were dropping were not very desirable and they have been removed.)
One more thing, in regards to various equipment stats.
There are items that we have been revamping a little bit. I don’t want to get anyone’s hopes up for game breaking stats, so please consider these slightly reworked items, but nothing that will make them into a completely different item.
*I will be letting you all know some information related to synthesis soon. | |
| 02-22-2012 01:36 PM | | Camate | | Community Rep |  |
| In my previous post I mentioned what we were thinking to do in regards to a new BGM for Legion. Well, it seems like we’ve got a ton of players requesting a new jam to do battle to (I definitely understand, nothing gets me pumped more than good jams!), so I’d like to give you a bit more information on this.
It’s not a problem of whether we can or can’t make a new track; we just have a concern that the version update size would become too large. However, if there are a large amount of requests for a new BGM, we will try our best to look into methods to have one. | |
| 02-24-2012 02:09 PM | | Camate | | Community Rep |  |
| I came across this exchange between Mocchi, Ito, and Fujito that I thought you might be interested in…
Ito: This is pending, but this is what we have right now in terms of equipment that we are trying to implement along with the introduction of Legion as well as the synthesis skill cap adjustments.
Mocchi: Oh snap! These stats are nuts! STR and AGI +8, attack, accuracy, subtle blow, haste +4%, DOUBLE ATTA…
Fujito: Whoa hey! We’ve just begun testing on this stuff, so there is still a high chance that the stats and values may change, so watch what you’re sayin’! Everyone, I apologize, this is still in the planning stages.
Mocchi: Right…pending. It’s pending. | |
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