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ghostautonomy
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 9:10 am

Since there's a time limit per-key, why not just not have the enemy bosses attack, and just let us try to deal the most damage per 6 minutes as possible, as a guild?
Trying out different combinations of highest DPS would be more fun than trying to balance dps and survivability for a boss that has THIS much HP, imo. 
 
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whodahackii
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 10:35 am

The first thing I wanted to share is the REWARD SYSTEM.
Please do not say that: "Making it fair for everyone is IMPOSSIBLE", quote by the forum admin.

(#### suggestion #### feedback #### notes)
1. Please make a completion reward FOR LITERALLY EVERYONE who have tried or give effort into the raids.
2. Please make a lower tier reward even if the bosses is not killed by dead line, such as 1 random token for everyone who tried.
3. Why is the 4 stages of Raid Boss rewarding ONE KIND OF TOKEN respectively? this is a slacked idea, pretty bad, hope it will be at least one of each kind or random token for everyone.
4. Your token system is already a fraud, 12 token for A Single piece of ONE part. and even the best SINGLE TOP player of the guild needs at least THREE weeks worth to get only one piece.

Secondly, the RAID SYSTEM,
1. The debuff resist is alright, but the Taunt is pretty much sums up why a Tank is needed in game, and you crushed the dream, and instead this only will boost those offense tanker like all those Blood Knight and Chaos Knight rather than Defensive tanker.
2. The random targeting, is really bad, why not make it into targeting the lowest def/hp or the one taunting?
3. The snakes are okay, because I find it easy to kill if you sacrifice 1 turn worth of dps to shut it down, BUT please make the kill worth some points.
4. NO, the token divided into four increasing difficultly raid boss IS NOT ACCEPTABLE! what if a guild can only kill the 1st raid boss weekly, does this meas they can only exchange for ONE part only?
 
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Ryozanki
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 10:55 am

Just a note, please be informed that while the dev team is reading through all the suggestions, changes do not happen by snapping their fingers.

We would still need to narrow down the changes, discuss internally about tying in with other features we are working on, code them, internal test them, and tweak them before anything can be implemented.

Hence, we would like to seek your patience on the changes.

Thank you!
 
Silventis
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 11:13 am

Just a note, please be informed that while the dev team is reading through all the suggestions, changes do not happen by snapping their fingers.

We would still need to narrow down the changes, discuss internally about tying in with other features we are working on, code them, internal test them, and tweak them before anything can be implemented.

Hence, we would like to seek your patience on the changes.

Thank you!
So, can I take it that means at least for this 1st week, if a guild is unable to down the boss, there wouldn't be any reward?
In that case, who would continue to do raid for the rest of the week?
And for that matter, any guilds who has no chance to take down the boss would not even step inside the raid dungeon until changes come in.
 
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HungryPanda
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 12:34 pm

Just a note, please be informed that while the dev team is reading through all the suggestions, changes do not happen by snapping their fingers.

We would still need to narrow down the changes, discuss internally about tying in with other features we are working on, code them, internal test them, and tweak them before anything can be implemented.

Hence, we would like to seek your patience on the changes.

Thank you!
So, can I take it that means at least for this 1st week, if a guild is unable to down the boss, there wouldn't be any reward?
In that case, who would continue to do raid for the rest of the week?
And for that matter, any guilds who has no chance to take down the boss would not even step inside the raid dungeon until changes come in.
Hi there, in your opinion, how long should the dev team take to implement changes? 2 days?
 
Pat437
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 12:56 pm

The competition within guild should be totally removed, Players in guild should help each other, not compete against each other which promotes bad will and in long run enrich whales way too much (cos the raid items are free so whales will have way too much dominance to get the top raid items way too early)

This is especially for the last hit which like if the boss has only 10,000 hp left and thus the player can only get 10,000 points compared to if prehaps his normal run is 1 million and if everyone in the guild can hit 1million points, why should the last hitting player get penalized with 10,000 points only?

Defense taunt should not be highly resisted (or i will even say totally cannot be resisted) as that is the tank's only single job else all defense tanks are totally useless in raid which in any normal game, defense should play an important role, not just dps dps and dps
I agree with this, +1

Although the problem of 10k points (for your example) you mentioned will be totally eliminated if they got rid of the stupid ladder (that encourages competition in guild) because it won't matter anymore. I'm already hearing rumors of guildies considering quitting because they are so stressed out retrying their raid for better RNG all for the chance of higher points/damage (probably they are looking at top (or top 5 spots) that they are considering quitting! WOW talk about breaking up guilds! And this, while this stupid raid is in BETA some more.

Also, yes, Taunts should never be resisted (or a very small % chance) as that's what the tanks are for unless it's a unique, special encounter.

Different types of debuffs should be in their own category and not be put into one large blanket % for all debuffs.
Taunts and possibly other defensive debuffs should be in 1 category and should be rarely resisted (unless it is a special feature of that unique encounter). It is already pretty hard for tanks to do their job (tanking) with the current mechanics with no "Threat building" putting taunts with the same fail chances as other offensive debuffs really defeats the purposes of tanks (though some tanks have other uses besides their taunt, but I really see no reason to keep a blanket high resistance against taunts in PVE even with Raid bosses. PVP already ignores taunts)

Raid bosses should mostly have high resistance/immune to Disabling/causing loss of control effects like stuns/sleep, but their minions (summoned or not) should have low resistance to them. This will not trivialize the encounter but still make them useful to cc Adds if needed. 

Damage debuffs should also be rarely resisted, otherwise a large chunk of damage for certain classes will be affected.

Status debuffs like blind should be fairly resisted, higher than taunts/damage debuffs but definitely not all out Sky high like Disabling effects. This will make certain units useful while not making them OP like Disablers.



Summoned units like the snakes in the first Raid boss, seriously should not have a 1 turn CD skill. They should have the minimum 2 turns just like the Summoner's. Maybe if there is a legendary or tougher version with better rewards, then yea it will be fine as those people trying it will already know it's a harder version of the raid. Yes this makes normal easier, but currently you are giving almost no reaction time to kill them === bad encounter design.
Last edited by Pat437 on Mon Mar 13, 2017 1:38 pm, edited 1 time in total.
 
Pat437
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 1:32 pm

The first thing I wanted to share is the REWARD SYSTEM.
Please do not say that: "Making it fair for everyone is IMPOSSIBLE", quote by the forum admin.

(#### suggestion #### feedback #### notes)
3. Why is the 4 stages of Raid Boss rewarding ONE KIND OF TOKEN respectively? this is a slacked idea, pretty bad, hope it will be at least one of each kind or random token for everyone.
4. Your token system is already a fraud, 12 token for A Single piece of ONE part. and even the best SINGLE TOP player of the guild needs at least THREE weeks worth to get only one piece.
4. NO, the token divided into four increasing difficultly raid boss IS NOT ACCEPTABLE! what if a guild can only kill the 1st raid boss weekly, does this meas they can only exchange for ONE part only?
I think they borrowed the ONE kind of token for each boss from other MMOs like WoW. Nothing really wrong in that i feel, Well, if you can only kill 1 boss per week, and the boss just drops only random pieces, you might be looking at an incredibly LONG time (longer than the 3 weeks you stated above) to get any gear if RNG decides to laugh at your face. At least with some guaranteed kind of token in each boss, you can get your chest pieces after a definite number of weeks. At the very least, they also allowed you to get a (1-3) random ticket(s) still, if you wanted to collect other parts.

As for whether 12 tokens for 1 Gear is a fraud, i won't go so far to say that it's a fraud as it's their game and they'll know how they want to balance the rate of gear acquisition. They are probably thinking ahead when there are guilds that can down all 4 bosses and acquire all those tokens at an expedited rate and they are probably afraid that these leet guilds will farm those gears faster than the developers can pump out new content/raid. Although, with the random suffixes and people getting crapped out by RNG, that number (12) may appear alittle on the high side too. Additionally, at the rate of them pumping out new gears/heirlooms in other contents like events, whether they would reach a point where their future new sets from other events outpaces these Raids sets before anybody even collected them, would be interesting to watch.

All that said, having a ladder distribute loots is already looking to be one of their biggest problems currently.
Last edited by Pat437 on Mon Mar 13, 2017 6:37 pm, edited 2 times in total.
 
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aven
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 1:55 pm

4851b6865b9ae766e4ce29405b68fa54
Last edited by aven on Sat Apr 28, 2018 7:59 am, edited 1 time in total.
 
Silventis
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 2:32 pm

Just a note, please be informed that while the dev team is reading through all the suggestions, changes do not happen by snapping their fingers.

We would still need to narrow down the changes, discuss internally about tying in with other features we are working on, code them, internal test them, and tweak them before anything can be implemented.

Hence, we would like to seek your patience on the changes.

Thank you!
So, can I take it that means at least for this 1st week, if a guild is unable to down the boss, there wouldn't be any reward?
In that case, who would continue to do raid for the rest of the week?
And for that matter, any guilds who has no chance to take down the boss would not even step inside the raid dungeon until changes come in.
Hi there, in your opinion, how long should the dev team take to implement changes? 2 days?
This feedback thread has been open for 5 days and the 1st batch of feedback came in 4 days ago. Dun tell me you guys only intend to discuss internally on what needs to be done after the 1st week?
A few things/questions:
1) Are there more things that you guys are planning to implement for this raid feature? If so, can share some of this info? 
2) Are you guys done with the implementation and just going to change based on feedback? If so, are you waiting for a cut-off period to start discussion/planning/acting on the feedback?

I believe that you guys have already started Internal discussions and are already planning on what you want to do with the feedback. As the discussion goes along, there will be certain changes that can be fixed very fast and some that will take a longer time. 
If you guys are willing to communicate what are the quick fixes that you intend to make and what are the longer fixes, I am sure the players will be much happier. For example, if you come out and say raid mechanics will be worked, no more random acid spit, maybe Mikan will be willing to give the system a chance and wait for the fix instead of posting a "I QUIT" post....
Without knowing the complexity of your game code, I cannot tell you how long the dev team need to implement changes. You guys want to hire me?  :D
Back to topic, there will be low-hanging changes that the dev team can work on 1st. For example, giving out a raid token to all who have taken part in the raid regardless of whether any raid boss is down or not during this BETA phase should be quite fast/easy to do. Don't need a week to do right? If that is too difficult, how about just nerfing the 1st boss HP by half or whatever amount so that all guilds out there can take down the 1st boss easily and obtain some rewards?
As it stands now, I will be telling my guild to stop raid attacks since we have no chance whatsoever of downing it with 2d remaining (Boss HP at 57%) and there is no reward at the end so why waste the time and effort and pots.
For next week, if the same situation persists, I believe that any guild with no chance of taking down the 1st boss will not even bother with the raid at all.
 
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davidkim
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Re: [OPEN] Feedback about beta version of Guild Raid

Mon Mar 13, 2017 5:49 pm

Another thing to note is that, when I think my guild got a chance to bring down a boss, after you bring down to less than 50%, it became level 2 acid pool and summon. Meaning the damage is twice and there are 2 snake instead of 1.
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