Note Regarding Specific Notorious Monsters

Eticket

Pointy Stick
FC/Active Member
Aug. 22, 2008 04:00 [PDT] From: FINAL FANTASY XI

Note Regarding Specific Notorious Monsters

The past two weeks have seen considerable feedback from players regarding the amount of time required to combat the Pandemonium Warden, a recently implemented Notorious Monster (NM). Discussion has spread significantly throughout forums, and it has become apparent that this is indeed an issue of major unrest in the community.

We would like to assure players that the development and management teams place a high value on their feedback, and the issue has since been taken under serious consideration. Together with Absolute Virtue, it has been deemed that the combative techniques for weakening these NMs are too difficult. As a result, some players have engaged these enemies using unanticipated methods which led to extended battle times. It is by no means the desire of the development team to see players involved in encounters that require an excessive amount of time and effort to complete. It was for this reason that previous measures were put into practice which prohibited NMs from being held in battle for prolonged periods. In response to these events, we have determined that further alterations are required to prevent such battles from exceeding a certain predetermined length of time.

Included in the version update scheduled for early September will be modifications to the degree of difficulty of Pandemonium Warden (and associated pets), Absolute Virtue (and associated pets), and Jailer of Love. The aim of these changes is to create battles where a decisive outcome may be reached within a shorter period of time.

The development and management teams would like to take this opportunity to express their commitment to a healthy and wholesome game environment for players everywhere to enjoy, and to thank them for the continued feedback.

http://www.playonline.com/ff11us/polnews/news13981.shtml

SE to players: You're doing it wrong.

I don't like their wording on 'a decisive outcome may be reached within a shorter period of time'. Maybe that just means they rage after 30 minutes. 'Well, players complained about the length so we shortened it considerably.'
 
I have a feeling that you're right about the rage. In addition to your bolded paragraph, this line makes it pretty clear...

It was for this reason that previous measures were put into practice which prohibited NMs from being held in battle for prolonged periods.
Only previous measures I know of is rage timer. You know of anything else they did to keep people from holding NMs for a long time?

That said, I think they will make PW and AV easier too. If they do nothing but the rage timer, they'll get even more bad press than they have already. It's just sad they didn't do anything with these bosses to begin with until it hit major news all over the net. But I'd imagine if all they did was rage and nothing else, Yahoo's next headline would be "Game company revenge on players? From 18 hour bosses to instant death," and just make them look worse.


This made me LOL:
As a result, some players have engaged these enemies using unanticipated methods which led to extended battle times.
"Unanticipated methods" hahaha. Sure... that's a good excuse.
 
I was kinda hoping they'd just release their intended strategy in plain text, especially with the time period we've had to experiment with different things without results. I personally didn't want an adjustment; I want an opportunity to fight the same enemies that everyone else has. I want to know the method they had originally intended and I want to see it actually work instead of making it easier to brute force these enemies for a victory (it'd keep my respect for these listed enemies high).

I originally thought the rage timers were implemented to prevent ToD carryover griefing. I guess they're able to go back (after the fact) and say it was to ensure a specified fight length instead.
 
I originally thought the rage timers were implemented to prevent ToD carryover griefing.
I thought the same, but maybe it's different sides of the same coin. On average, ensuring a kill time of under 1 hour with a mob that pops 22.5 hours later means the ToD moves up more than a half hour each day.
 
IMMA SORO AV NOW!!!

SE to players: you guys are retarded... who fights a mob by zombing it???!?!

-ara
 
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Hmm, that would be an interesting NM feature. For every player it kills, you have to kill a extra pet before the NM can die.
 
On BG, Elmer translated a bunch of japanese forum replies to this announcement.

My favorite by far was:
They'll have an item to weaken Pandemonium Warden drop from Absolute Virute, and an item to weaken Absolute Virtue drop from Pandemonium Warden and nothing will change.
 
Players: We can't beat AV.
SE: It's beatable. Go kill it.
Players: We give up.
SE: Fine, here's a movie with a hint in it.
Players: We still can't beat it!
SE: We beat it, but it took 18 hours.
Players: Are you shitting me? Give us a break.
SE: It is by no means the desire of the development team to see players involved in encounters that require an excessive amount of time and effort to complete.
 
Well Im sure now that the situation has kind of balooned out of the BG hate spam forums into "main stream" internet video game news...maybe they wised up.
 
I'm somewhat surprised they're changing JoL, because the fight really isn't that hard. Maybe they're going to shorten it so you don't have a long (and boring) fight before a long AV fight. Or who knows, maybe they'll make it harder to offset AV becoming easier.... >_>
 
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