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#1 Aug 08 2013 at 12:38 PM Rating: Excellent
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Ryota Iwagami wrote:

Hello.

Thanks for your thoughts on Monstrosity thus far!
I’m breathing a little easier now that it seems like you are all enjoying it.

We are currently working on expansions for this content, so please look forward to it as you play with the system.

Now then, I’d like to answer a couple of questions.

• Positioning when teleporting to areas from the Feretory

Considering the implementation of PvP, we’ve made the position you teleport to random so you are not stalked and forced to fight the same person over and over. When in non-PvP mode, it’s possible to address this so you spawn in fixed locations, but there is a concern that it will result in fighting for monster claims in the area you spawn. Also, allowing you to choose your spawn point will result in problems of how we will have you choose the location, so we’ve made it so it is selected randomly from multiple points. We would like to continue making this content easy to play, so please continue to submit you feedback.

• Relinquish destination

There is a reason why you are returned to your adventurer form when you select to relinquish your monster form.
Considering the usability for future content, we'd like to monitor the current situation for a while. Once we have something to share we will be sure to let you all know.

• Magic spells

I received some additional responses about this while I was in the midst of preparing a reply, and I will be posting in the coming days. It's going to take me a little bit.

• Area expansion

We need to give consideration for the balance with other content, and while it won't happen during August, we are in the midst of working on this. We are putting priority on implementing levels for large-scale monsters that will be difficult to level up.


Our aim is to inspire you through Monstrosity to play other content and do other things you haven’t done before, so we’ve added some elements where it would be beneficial to obtain items as an adventurer. One example is the items you can obtain from Mog Gardens.

This is a collaborative plan designed around the below ideas:

• Make it so people who have yet to experience Mog Gardens have an opportunity to do so
• Make it so people who have experienced Mog Gardens but have yet to play Monstrosity give it a chance because they are obtaining these items.


In addition to Mog Gardens, we plan on having other events where you can obtain seeds and other special items, so please look forward to it.

The items you can obtain for Monstrosity as an adventurer have been created to make playing Monstrosity even more fun, so basically we will not be making it so if you don’t obtain items as an adventurer you cannot become a new monster family. Looking at everyone’s comments, there was some surprise that there was one somewhat difficult element for unlocking a sub-species, but we’ve prepared elements you can aim for to make Monstrosity even more fun, so please talk with your fellow monipulators and try to go obtain these items together.

Thank you.

http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=463444#post463444
#2 Aug 15 2013 at 2:27 PM Rating: Excellent
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Ryota Iwagami wrote:

Hello.

I’d like to let you know about the future plans we have for Monstrosity.

Adjustments Phase 1

• Expansion of areas
Addressing the below two points are our priority:
• Not enough areas where you can level large monsters.
• Not enough areas that support high levels.

• Monipulator vs. adventurer
First we’ll start off with this. (Monipulator vs. monipulator is still a bit out.)

• Addition of rewards for monipulator vs. adventurer content
While these rewards will not be items you can't live without when you are an adventurer, we’d like to prepare some rewards that the adventurers participating in this content can aim for.

• Battle balance adjustments
We’ll be making adjustments mainly based on PvP.

• Instincts adjustments
We’ll be making adjustments so you’ll be able to consider a bit more which instincts you’d like to use. While the values will be somewhat small, we’d like to add a bit more accuracy to a good amount of instincts.

• Unlocking job abilities for monster’s main job
To give you an idea, if a monster’s main job is warrior they’ll be able to use Provoke, and if a monster’s main job is black mage they’ll be able to use Elemental Seal.


Adjustments Phase 2

• Expansion of areas
We’ll be supplementing portions where there are gaps in recommended levels.

• Unlocking of monster species

• Unlocking of monsters to go along with special events
For example, we’d like to make it possible to obtain certain monster sub-species that appear during New Years.

Adjustments Phase 3

• Expansion of areas

• Unlocking of monster species

• Addition of Monstrosity-specific content
The main thing we are planning for this is content that you can play as a party.
Specifically, content for leveling up, battle content, and content where you can compete as teams.

If you have any content you’d like to see besides the above, we’d love to hear your ideas!

At the current stage the plans are still up in the air, but we are thinking it would be a lot of fun to do things like a team battle or battle royale type of thing where you can have fun while gaining experience points, even if the amount you receive is not that high.

• Forming parties as monipulators
The content you can play as monipulators will be Monstrosity-specific content.
In regular field areas, hunting down monsters at a fast pace and doing other activities would largely affect players, so we’d like to create content where you can play as a party to your heart’s desire without having to worry about these kind of things.

• Skillchains as monipulators
To go along with being able to party as monipulators, we would also like to make it possible to execute skillchains.


We’ll be looking into all of the other feedback we have been receiving in regards to magic, battle preparation time, and other aspects. Once there is any movement on this we will be sure to let you know!

http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=465378#post465378
#3 Aug 16 2013 at 3:16 PM Rating: Good
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Okipuit wrote:

We followed-up with the main monipulator, Ryota Iwagami, and received some updates to your feedback.

Quote:

I understand the idea of random spawns but can you please make the locations it can put you dependent on the level you are at?

We'd like to monitor Monstrosity conditions a bit more before we make adjustments to the spawn locations; however, we are looking into extending the gestation time when there is no PvP.

Quote:

- Make gestation last until I click it off to cancel it. Because being dumped in a high level area of a low level zone sucks, especially on monsters with movespeed penalties. Unlimited sneak/invis isn't overpowered when you only get it once & it's not on your adventurer self.

As mentioned above, we are looking into extending the gestation time, so this should help out when you are in high level areas and need to evade monsters.

Quote:

Unlock RoTZ and CoP Zones soon - This is sorely needed. I mean, I enjoy exploring the original zones, But Its getting repetitive and it gets real hard to level around 60. Opening up some fresh new zones would be great. Especially needed for Larger Enemies.

As mentioned in the post from Iwagami about future adjustments, priority is first going to be placed on adding adding areas where large monsters can level up at high levels. Once this is completed, we will start looking into adding Zilart and Promathia areas.

Quote:

Infamy caps at 10000 & will not go any further until spent.

The infamy cap is actually related to the requirements for becoming an NM. In order to become a true NM, you'll need to break through the cap. The infamy cap can be broken while playing in PvP mode.

We'll continue to discuss your feedback with the development team, so keep it coming!

http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=465610#post465610

Edited, Aug 16th 2013 5:16pm by Szabo
#4 Aug 16 2013 at 4:11 PM Rating: Good
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I dig monstrosity but find non spellcasting Mons a little boring to level. I'd like more abilities that are not tied to TP so that I can do more than sit and watch auto-attack.
#5 Aug 17 2013 at 2:29 PM Rating: Good
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Are all the spawn questions mainly concerning PvP? One thing I was having issues with was picking a spawn area with a level near mine ( my rabbit is 45+ ) like crawlers nest and get ported into a room full of 60+ mobs that murder me if I don't use the ability that ports me out immediately. Thank goodness for no exp lose if you die. This is just looking for mobs to level up on to take me higher mind you.

Other then that, I've been enjoying it so far. I wish foot kick got better damage output, but it seems to be stuck at 250 damage unless double attack kicks in. But I presume things like that might change later down the road.
#6 Aug 20 2013 at 3:13 AM Rating: Decent
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Kittsune wrote:
Are all the spawn questions mainly concerning PvP? One thing I was having issues with was picking a spawn area with a level near mine ( my rabbit is 45+ ) like crawlers nest and get ported into a room full of 60+ mobs that murder me if I don't use the ability that ports me out immediately. Thank goodness for no exp lose if you die. This is just looking for mobs to level up on to take me higher mind you.

Usually fastest to just run around for a good train, die, and hit 'retry'. Will always put you somewhere else in the map best I can tell, but some places like Garlaige only seemingly have three spawn locations or so (Entrance, Behind Gate 1, Basement with the 90+ bats and beetles).

Kittsune wrote:
Other then that, I've been enjoying it so far. I wish foot kick got better damage output, but it seems to be stuck at 250 damage unless double attack kicks in. But I presume things like that might change later down the road.

Has a 30% DEX mod that is just about the only thing that affects it. The damage may seem stagnant because it's working against your attack not scaling as fast as enemy defense though, unlike for instance my Scorpion which has a native attack bonus on top of all my instincts that Sharp Strike (+50% attack for 3 minutes) is pointless on anything VT or below because I'm already capping ratio.

So yeah, Attack and DEX should push it up. Reminds me I'd like to find the mods on Death Scissors.
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#7 Aug 20 2013 at 10:30 AM Rating: Excellent
Raelix wrote:
Kittsune wrote:
Are all the spawn questions mainly concerning PvP? One thing I was having issues with was picking a spawn area with a level near mine ( my rabbit is 45+ ) like crawlers nest and get ported into a room full of 60+ mobs that murder me if I don't use the ability that ports me out immediately. Thank goodness for no exp lose if you die. This is just looking for mobs to level up on to take me higher mind you.

Usually fastest to just run around for a good train, die, and hit 'retry'. Will always put you somewhere else in the map best I can tell, but some places like Garlaige only seemingly have three spawn locations or so (Entrance, Behind Gate 1, Basement with the 90+ bats and beetles).


Unfortunately I think it's purely random where it puts you, and even if you move far away from a spot, it can spit you right back there. The first time I was ever in Garlaige I was dumped into the room with the three Explosures (the spawn area for Hazmat) and after trying three different times to run as far as I could from the area before dying, hitting Retry put me right back at the same spot. I think, at least for right now, it just works on an RNG and can easily put you back in the same spot a number of times in a row.

It'd also be nice if, in a situation of you dying while you're exping (too many links, random NM, etc), that if you hit Retry it'll send you back to the nearest spawn point that you were at. Going back to the Garlaige situation again, there have been times when I'll die only a few feet away from a desirable spawn point (such as the zone line to Sauromugue), but hitting retry drops me down into the basement, when it'd be so much better if it just takes into account that I'm right there by the spawn point. Maybe have one of the Retry options be to "Return to Nearest Spawn" or something.
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#8 Aug 20 2013 at 12:23 PM Rating: Decent
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Professor Shock Vlorsutes wrote:
Unfortunately I think it's purely random where it puts you, and even if you move far away from a spot, it can spit you right back there. The first time I was ever in Garlaige I was dumped into the room with the three Explosures (the spawn area for Hazmat) and after trying three different times to run as far as I could from the area before dying, hitting Retry put me right back at the same spot. I think, at least for right now, it just works on an RNG and can easily put you back in the same spot a number of times in a row.

Exactly what I was pointing out: Garlaige seems to have less spawn points than other zones. I've never gotten the explosures one though, so that probably makes four.

Top of my head I can name in CN:
Just outside Knight Crawlers and Crawler Hunters room.
Scorpion room at exit to Simurgh.
Main entrance.
Strange Apparatus
Bottom of spiral tunnel to strange apparatus (so two spawns down there alone).
Bottom of spiral tunnel full of Worker Crawlers (not sure where this one leads, never in ten years have I done rolanberry spawns).
One between the Nest Beetles and the two Soldier Crawlers in the back, down the Caveberries tunnel.
One around the Witch Hazels and Exorays in the four-bigroom area somewhere, I get lost..

Edited, Aug 20th 2013 11:25am by Raelix
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I've seen things you people wouldn't believe. Airships on fire off the shoulder of Bahamut. I watched Scapula Beams glitter in the dark near the Three Mage Gate...

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You're new here, aren't you?
#9 Aug 20 2013 at 4:15 PM Rating: Excellent
There's also one in Garlaige that drops you behind Gate #2. I've only had it happen once, but that's definitely an option still. I've had the same issue happen repeatedly in Crawlers' Nest though. From my experiences in CN as well though, it's just purely random among all the spots. Garlaige it might seem a bit more common because there are seemingly fewer spawn points (thus the chance is higher to roll the same spot again), but I've been dropped into the Strange Apparatus tunnel in CN three times in a row, with each Retry being a result of me running up through the Exorays back up to where the lizards are.
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#10 Aug 27 2013 at 1:24 PM Rating: Excellent
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Ryota Iwagami wrote:

Thanks for all the feedback.

Based on what we have been receiving, I'd like to respond to a couple of them.

• Gestation
When teleporting to an area from the Feretory in your monster form, we've been hearing comments that it's easily to be killed when you spawn in an area where there are monsters that are higher level than you. Due to this, we'll be making adjustments so the gestation effect will wear off only when you remove it. However, this will be limited to times when PvP is not active only.

• Large monsters
We've received feedback that when moving around as large monsters such as treants or adamantoise, the screen shakes and it's making people feel sick.

While we are continuing to look into a specific method for this, we would like to make it so you can toggle this shaking on and off for your screen.

• More special characteristics for monsters
We'd like to have monsters possess more special characteristics, such as receiving effects from the lunar phase, etc.


I apologize that there are a lot of suggestions that I haven’t been able to respond to, but I'll be checking up on each of them, so please let me know if there is anything else you are curious about.

http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=467732#post467732
#11 Aug 27 2013 at 2:19 PM Rating: Good
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lol making people feel sick
#12 Aug 28 2013 at 7:45 AM Rating: Good
Olorinus the Ludicrous wrote:
lol making people feel sick


Motion sickness, it happens to some people due to the screen shaking while everything around it is stable. I have this problem with Batman:AA if Batman runs for more than a couple seconds I start to feel queasy.
#13 Aug 28 2013 at 4:50 PM Rating: Good
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ZetaWar wrote:
Olorinus the Ludicrous wrote:
lol making people feel sick


Motion sickness, it happens to some people due to the screen shaking while everything around it is stable. I have this problem with Batman:AA if Batman runs for more than a couple seconds I start to feel queasy.


Oh, I know what it is all about... I can't play Oblivion AT ALL because the whole game gives me motion sickness. That's part of the reason I held off on skyrim so long, I didn't want to drop 60 bucks and then feel like barfing every time I tried to play.

I just think it is funny that they never noticed how horrible that would be...

Edited, Aug 28th 2013 3:50pm by Olorinus
#14 Sep 09 2013 at 12:39 PM Rating: Good
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Ryota Iwagami wrote:

Hello.

I’d like to tell you all about one adjustment planned for Monstrosity to take place in the fall version update.

• Area expansion
As I mentioned here, we will be increasing the number of areas where large monsters can move around, and will be simultaneously adding high level camps. Currently we are planning to add Lufaise Meadows, Uleguerand Range, and other areas; however, considering there may be bugs, please understand that we cannot guarantee this at the moment.


Everyone seems to be interested in the monipulator vs. adventurer content and all the other new things, so I would like to make a comment on it in the near future. Please hang in there for a little while longer.


http://forum.square-enix.com/ffxi/threads/36535-Monstrosity-Feedback?p=469566#post469566
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