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Matsui: "Don't throw away your R/M/E weapons yet"
Asura.Solara
Server: Asura
Game: FFXI
Posts: 536
By Asura.Solara 2013-05-11 08:58:51
Would you really toss your Ukon?
I think it's a good thing we have the choice between REMs and new weapons, and even if new weapons are slightly better that fine.
I kinda like the progression system.
The way things are going, the new weapons will crush the upgraded REMs soon. I wanna see which kind of contents will justify this. Maybe they'll introduce some level 180 mobs.
Sure. I'm fully intending to never use it again honestly. Just like I tossed my Dusk +1, Hachiryu Haidate, and various hq king drops. Hell, that's half a relic right there. In perspective, I was there for the first NA Vrtra kill on my server, I've been doing endgame a long time. Gear gets old, it's just how it goes.
Something new is better, that means there's a new challenge to go get it. My ls chews through delve nms and is getting ready for serious runs at the boss. My eyes are set on the eventual Delve Naakual great axe drop, and I already have a 95 WoE great axe I'm gradually finishing off for when the weaponskills become unlockable.
There's plenty of new content to look forward to, and I'm happy with what I've done in this game. I don't need the devs to hold my hand and tell me one common item makes me special to feel it.
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-11 09:32:58
Nobody should of been tossing their RMEs. You should of known SE was going to upgrade them by the sheer volume of the JPs. I do believe I mentioned this to everyone. Though now in hindsight I shouldn't of spent all those airlixers getting my Bereaver to level 7, should of stopped at 5.
By Gimp 2013-05-11 09:37:53
My problem is not with woe weapons unlocking the ws, I'll go unlock those that I didn't bother making an empy for. However why should I also redo the one I have empyrean for? I'm just saying empyreans should unlock it as well.
I'm almost done catching up on these 15 pages but I'll go ahead and say that they will make emp WS unlockable at 90 for the respective weapon and not just coin. It'll probably be awhile but SE will cave, I Can't justify a reactionist response and storing/making coin weapon.
It's fine and fun for people to get what they want asap but I find it mentally exhausting and mundane to keep up to par every month to have something else released around the corner. People should learn patient just so they don't get so bummed out by stuff like this. In the same update they released the new weapons they said they would adjust the weapons. For the past two months you couldn't find a big enough tissue to soak those tears, you should be damn grateful they actually fixed within a timely matter(for SE's track record) and not two years later when my suggested idea could be added.
I could probably be done with the game and moved on by then, it's fun but it's not like I wear a ring on my finger that keeps me too it.
To clarify the second paragraph is a general following statement and not in response to the quoted.
e ded
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-11 09:39:04
It's also not very bright to upgrade a WoE weapon right now if you have Emp99.
Buy the materials and hold on to them - then if SE randomly allows the 99 emp to unlock the WS you can scalp the materials for a massive profit on day 2.
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-11 09:43:22
You know, for all the nostalgia people indulge in about FFXI - they're not realizing that Matsui is, in actuality, bringing us all the way back to our roots!
Specifically, the "What the hell are the devs smoking" and "I have no earthly idea what is coming in the next patch" roots. Halcyon days, those. If nothing else, it leaves us with no end of things to debate while waiting for a reive to start.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-11 09:49:31
You know, for all the nostalgia people indulge in about FFXI - they're not realizing that Matsui is, in actuality, bringing us all the way back to our roots!
Specifically, the "What the hell are the devs smoking" and "I have no earthly idea what is coming in the next patch" roots. Halcyon days, those. If nothing else, it leaves us with no end of things to debate while waiting for a reive to start.
That's certainly one way of looking at it! Speaking of Reives I guess I need to go farm bayld for my MNK and hope I can get a weapon from Wildskeeper this time.
Ragnarok.Evihime
Server: Ragnarok
Game: FFXI
Posts: 273
By Ragnarok.Evihime 2013-05-11 09:50:53
You know, for all the nostalgia people indulge in about FFXI - they're not realizing that Matsui is, in actuality, bringing us all the way back to our roots!
Specifically, the "What the hell are the devs smoking" and "I have no earthly idea what is coming in the next patch" roots. Halcyon days, those. If nothing else, it leaves us with no end of things to debate while waiting for a reive to start.
That's certainly one way of looking at it! Speaking of Reives I guess I need to go farm bayld for my MNK and hope I can get a weapon from Wildskeeper this time. U better spend time in Delve and get the Delve h2h
Server: Sylph
Game: FFXI
Posts: 694
By Sylph.Decimus 2013-05-11 09:52:19
If weapon skills become unlockable but only through walk of echoes weapons the only people I'll feel bad for are those with a mythic and its corresponding 99 empyrean (gaxe, h2h off the top of my head) but these people clearly enjoy torturing themselves so I guess I don't really feel bad for anyone. Also, anyone with less than a 99 empyrean complaining about the potential walk of echoes route should know your weapon has been gimp for far too long, outside of Armageddon, so please just shut up.
[+]
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-11 09:53:14
Fenrir.Candlejack said: »You know, for all the nostalgia people indulge in about FFXI - they're not realizing that Matsui is, in actuality, bringing us all the way back to our roots!
Specifically, the "What the hell are the devs smoking" and "I have no earthly idea what is coming in the next patch" roots. Halcyon days, those. If nothing else, it leaves us with no end of things to debate while waiting for a reive to start. I could think of a couple other changes he could possibly make. In order:
1. Remove the FoV and GoV books.
2. Remove level synch.
Force everyone to go back to the Dunes, Qufim Island, Delkfutt's tower, the jungles, you name it, and gear properly, learn their jobs properly, and learn how to coordinate an SC with a magic burst thrown in for good measure. *** that.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-11 09:54:57
You know, for all the nostalgia people indulge in about FFXI - they're not realizing that Matsui is, in actuality, bringing us all the way back to our roots!
Specifically, the "What the hell are the devs smoking" and "I have no earthly idea what is coming in the next patch" roots. Halcyon days, those. If nothing else, it leaves us with no end of things to debate while waiting for a reive to start.
That's certainly one way of looking at it! Speaking of Reives I guess I need to go farm bayld for my MNK and hope I can get a weapon from Wildskeeper this time. U better spend time in Delve and get the Delve h2h
I don't have the gear to do Delve, basically. My Ninja is better-geared than my MNK, but it doesn't get to go to the party, so I need to get something better than Brawny to go.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-11 09:55:12
Just to clarify my position in the previous posts, I never stated anything about weapons below 99. Didn't specify cause I felt it wasn't necessary.
By Gimp 2013-05-11 10:00:19
Good lord android auto correct just *** my ***up
[+]
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-11 10:14:02
should of
should of
should of
By Quetzacoatl 2013-05-11 10:43:16
Nobody should of been tossing their RMEs What game do you play that makes you think anyone would just throw away millions of gil
Cerberus.Detzu
Server: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-11 11:27:56
Would you really toss your Ukon?
I think it's a good thing we have the choice between REMs and new weapons, and even if new weapons are slightly better that fine.
I kinda like the progression system.
The way things are going, the new weapons will crush the upgraded REMs soon. I wanna see which kind of contents will justify this. Maybe they'll introduce some level 180 mobs.
Sure. I'm fully intending to never use it again honestly. Just like I tossed my Dusk +1, Hachiryu Haidate, and various hq king drops. Hell, that's half a relic right there. In perspective, I was there for the first NA Vrtra kill on my server, I've been doing endgame a long time. Gear gets old, it's just how it goes.
Something new is better, that means there's a new challenge to go get it. My ls chews through delve nms and is getting ready for serious runs at the boss. My eyes are set on the eventual Delve Naakual great axe drop, and I already have a 95 WoE great axe I'm gradually finishing off for when the weaponskills become unlockable.
There's plenty of new content to look forward to, and I'm happy with what I've done in this game. I don't need the devs to hold my hand and tell me one common item makes me special to feel it.
Well I don't see things this way.
My favorite job is DRK, I want it to have Legendary weapons.
Sometimes I wanna play SAM or MNK I 100% agree with the Delve weapons and I can work on them in order to reach a certain point of perfection.
What can't we understand in the word Legendary? It speaks by itself.
You can't consider relics empy mythics as dusk gloves or any other piece of armor. If there was a better body for tp I would /toss my Armadaberk without raising an eyebrow.
You really can't compare REM to simple pieces of armor because that's not FFXI. Maybe you got your Ukon 99 easily cause you were sitting on tons of gils (blinking, fishing, lucky crafts, mercing, trioboxing?).
That doesn't mean it effortless to get one. Let alone the people who got their relics back at 75 days, they took 3 hours of 18 people lives Twice a week for years. And you dare to compare this to dusk gloves +1?
By Sylfeya 2013-05-11 14:30:28
Frankly, two things some people seem to forget:
1) AH gear is AH gear.
2) Effort:reward ratio.
Anything you can buy and sell on the AH, such as Dusk Gloves, carries with it a sense of impermanence. For most of this game's existence, the viewpoint has been that you can buy your level X gear, use it, and then re-sell it back on the AH once you've outgrown it. Rare/Ex gear, however, was different. That had to be earned, and once you did, it was yours - you couldn't turn around and sell it once you were done with it.
At 75 cap, Relic weapons were the initial pinnacle of dedication to a job. No other items in the game came close to the amount of effort it took to obtain one; the closest comparison was Black Belt. Relics (and BB) were the first items to follow the Trial model, wherein you started with a base item and had to quest it through a series of upgrades. And, at the end, you had the Ultimate Weapon (or Belt). And you knew it. And everyone knew it.
Certain other items were hard to obtain as well, often requiring a LS to obtain, such as sky god drops and relic armor and abjurations - but while even those might require months of farming and building up LS points to buy, they still paled to the amount of effort needed to assemble a relic weapon.
Even during 75 era, sometimes there'd be AH gear that was comparable, or even superior, to a relic - Hagun, for example, was a very potent GKT that was at least comparable to Amano. In the cases where AH weapons were superior to relic weapons, however (eg. elemental staves vs. Claustrum), anyone embarking on the relic weapon's construction already KNEW in advance exactly what he was doing (making a trophy rather than an Ultimate Weapon). Mythics were added as alternate Ultimate Weapons - with even harder requirements than existing Relics and roughly comparable tier stats (with some exceptions, of course. Drg Mythic > Relic, no contest, for example. Regardless, they were at least roughly *comparable*).
75 era passed. Abyssea ushered in new gear. 'Pink and Perle' were everywhere. AH gear (such as Hagun and Dusk Gloves) plummeted in price, and lower-level gear crashed just as hard or even harder thanks to people burning their jobs via Abyssea (no resale market anymore!). Empy armor became the new abj. gear, Abyssea NM drops became the new sky god drops, while Perle and Aurore crashed in price in turn. Meanwhile, Magian Trials introduced new weapons that overshadowed previous weapons, so players complained, and the developers eventually added Magian Trials to upgrade the Relics to keep them top gear. Devs also added synergy recipes to try to keep some older top tier gear relevant, such as via tatters.
And devs added Empy weapons as a 'poor man's Relic'.
No longer did you have to have an entire LS farming currency for you or have to have massive amounts of gil to buy currency from others. Now, ANYONE could have a mini-Relic, simply by getting a handful of friends together and putting in some time. Sure, it was still time-consuming, but you could largely do it at your own pace: hardcore players could grind relatively non-stop (once they figured out how to farm TE's, anyways), while casuals could log in at any time and farm a few pops at a time.
It wasn't as much time and effort as a relic, but it was still a significant investment of time and effort. The other Magian Trial weapons also required a fair degree of time and effort, and gave correspondingly worthwhile rewards (at least, assuming you did a smart weapon path). One of the reasons players complained so much about Flame Geodes was specifically because of STR Magian Weapons. If you didn't feel like making a Relic or Mythic, you could settle for Empy. Didn't feel like making Empy, could settle for Magian. Couldn't be bothered with Magian, you could at least farm up a simple Abyssea drop (like Widowmaker) or comparable AH weapon for a weapon that was at least serviceable against current content (you won't be winning any epeen contests with that Widowmaker, but it's at least good enough for procs). There was a proper effort:reward ratio between the different 'tiers' of weapons.
And you knew exactly what you were getting into. Players don't get mad when they see new, shiny gear - they get mad when their current, shiny gear becomes *obsolete*, when all the time they spent to obtain the item years ago is devalued by someone else obtaining the same or better with a fraction of the time and effort. AH gear is AH gear - it's designed to be replaced, and no one should really feel offended when such gets surpassed. When new Haste gloves came out, sure, some people with Dusk +1 might have felt a bit bummed out that their heavy investment isn't worth as much anymore, but it's understood that it may be surpassed someday - it's AH gear, after all. Someone with a Hagun might be a bit sad that their GKT is now overshadowed by new GKTs with better stats, but again - AH gear. Depreciation of value is a given. Someone with a Relic, however, isn't swinging an AH weapon - he's invested the time and effort into a weapon he has believed all this time will be top-tier. Even if it's not THE best weapon, it's still top-tier.
RME holders wouldn't be so upset if Adoulin introduced a new category of Ultimate Weapon *that required as much or more effort to acquire*, *that didn't invalidate the effort they placed into getting their RME*. Sure, individuals might still be miffed that their particular weapon is no longer THE best, and understandably so - Relic and Mythic are THE epeen item for a job, after all. The real /rage comes from the fact that there are new items being introduced which require far less effort for far greater reward - similar to the rage felt back when Perle etc. came out and made previous drops obsolete, but far greater because Relics and Mythics have always been top tier, and these new weapons overclass them horribly, so they're not even top tier anymore, or even close to top tier, much less THE best weapon for the job.
If the new weapons required MORE effort than existing Relics and Mythics to build, then they'd be new, valid goals to shoot for, but they'd still invalidate all the effort the existing Relics and Mythics require, even today.
Relics and Mythics (and to a lesser degree, Empy) are not AH gear. They were marketed as THE top tier weapons, so players undertook such with that in mind. WoE, Magian, Abyssea drops, and AH gear are the 'eh, good enough' second tier, and correspondingly have lower effort:lower reward.
SE had a very good solution with Relic +2 gear: new people attempting such can jump straight to +2 by using more Forgotten items, while people with existing +1 Relic gear can upgrade for a fraction of the cost. There was no massive /ragestorm over that; it was generally accepted and liked. I am a little surprised SE didn't take a similar approach with these weapons: make a set of new weapons which start out with mediocre stats (easily obtained as a drop or for a token amount of points - like, say, 30k), but can be augmented to massively awesome stats via the investment of more points (hi2u Airlixirs), for a final product that is superior to current 99 RME. Meanwhile, add a parallel path wherein existing RME can be upgraded to comparable stats via investment of *the exact same points*. Could make it so that the new items require, say, 50k points per upgrade, while the RME require a lesser amount, say, 20k per ugprade. It might be faster for someone starting from scratch to buy a new weapon and upgrade it than to make a RME from scratch and upgrade it, but at least current RME holders have something worthwhile to show for their past efforts. Effort:reward ratio remains more-or-less intact, SE achieves their goal of maintaining a timesink, RME users get to keep their current shinies, everyone's happy.
=/
Valefor.Sehachan
Server: Valefor
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Posts: 24219
By Valefor.Sehachan 2013-05-11 14:34:34
Is there an audio version of this post?
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-11 14:37:02
Is there an audio version of this post? Nothing in there that hasn't been said before a few times in the thread it's just all in one post.
By Sylfeya 2013-05-11 14:41:06
If there's an audio version, it'd better have Morgan Freeman's voice...
but seriously, TL:DR version:
1) AH gear is AH gear (Don't cry when your Dusk is obsolete, but you have a valid complaint when your Relic weapon becomes non-competitive).
2) Effort:reward ratio (Should have handled it like Relic +2 upgrades, so upgrading RME requires fewer Airlixirs than something starting from scratch).
By dedrummer000 2013-05-11 19:44:02
just though of something... if u can unlock empy WS's with WoE weapons, death penelty with wildfire will be broken good for cor lol
Leviathan.Kaparu
Server: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-11 19:45:27
Not particularly
By Losie 2013-05-11 20:44:23
Frankly, two things some people seem to forget:
1) AH gear is AH gear.
2) Effort:reward ratio.
Anything you can buy and sell on the AH, such as Dusk Gloves, carries with it a sense of impermanence. For most of this game's existence, the viewpoint has been that you can buy your level X gear, use it, and then re-sell it back on the AH once you've outgrown it. Rare/Ex gear, however, was different. That had to be earned, and once you did, it was yours - you couldn't turn around and sell it once you were done with it.
At 75 cap, Relic weapons were the initial pinnacle of dedication to a job. No other items in the game came close to the amount of effort it took to obtain one; the closest comparison was Black Belt. Relics (and BB) were the first items to follow the Trial model, wherein you started with a base item and had to quest it through a series of upgrades. And, at the end, you had the Ultimate Weapon (or Belt). And you knew it. And everyone knew it.
Certain other items were hard to obtain as well, often requiring a LS to obtain, such as sky god drops and relic armor and abjurations - but while even those might require months of farming and building up LS points to buy, they still paled to the amount of effort needed to assemble a relic weapon.
Even during 75 era, sometimes there'd be AH gear that was comparable, or even superior, to a relic - Hagun, for example, was a very potent GKT that was at least comparable to Amano. In the cases where AH weapons were superior to relic weapons, however (eg. elemental staves vs. Claustrum), anyone embarking on the relic weapon's construction already KNEW in advance exactly what he was doing (making a trophy rather than an Ultimate Weapon). Mythics were added as alternate Ultimate Weapons - with even harder requirements than existing Relics and roughly comparable tier stats (with some exceptions, of course. Drg Mythic > Relic, no contest, for example. Regardless, they were at least roughly *comparable*).
75 era passed. Abyssea ushered in new gear. 'Pink and Perle' were everywhere. AH gear (such as Hagun and Dusk Gloves) plummeted in price, and lower-level gear crashed just as hard or even harder thanks to people burning their jobs via Abyssea (no resale market anymore!). Empy armor became the new abj. gear, Abyssea NM drops became the new sky god drops, while Perle and Aurore crashed in price in turn. Meanwhile, Magian Trials introduced new weapons that overshadowed previous weapons, so players complained, and the developers eventually added Magian Trials to upgrade the Relics to keep them top gear. Devs also added synergy recipes to try to keep some older top tier gear relevant, such as via tatters.
And devs added Empy weapons as a 'poor man's Relic'.
No longer did you have to have an entire LS farming currency for you or have to have massive amounts of gil to buy currency from others. Now, ANYONE could have a mini-Relic, simply by getting a handful of friends together and putting in some time. Sure, it was still time-consuming, but you could largely do it at your own pace: hardcore players could grind relatively non-stop (once they figured out how to farm TE's, anyways), while casuals could log in at any time and farm a few pops at a time.
It wasn't as much time and effort as a relic, but it was still a significant investment of time and effort. The other Magian Trial weapons also required a fair degree of time and effort, and gave correspondingly worthwhile rewards (at least, assuming you did a smart weapon path). One of the reasons players complained so much about Flame Geodes was specifically because of STR Magian Weapons. If you didn't feel like making a Relic or Mythic, you could settle for Empy. Didn't feel like making Empy, could settle for Magian. Couldn't be bothered with Magian, you could at least farm up a simple Abyssea drop (like Widowmaker) or comparable AH weapon for a weapon that was at least serviceable against current content (you won't be winning any epeen contests with that Widowmaker, but it's at least good enough for procs). There was a proper effort:reward ratio between the different 'tiers' of weapons.
And you knew exactly what you were getting into. Players don't get mad when they see new, shiny gear - they get mad when their current, shiny gear becomes *obsolete*, when all the time they spent to obtain the item years ago is devalued by someone else obtaining the same or better with a fraction of the time and effort. AH gear is AH gear - it's designed to be replaced, and no one should really feel offended when such gets surpassed. When new Haste gloves came out, sure, some people with Dusk +1 might have felt a bit bummed out that their heavy investment isn't worth as much anymore, but it's understood that it may be surpassed someday - it's AH gear, after all. Someone with a Hagun might be a bit sad that their GKT is now overshadowed by new GKTs with better stats, but again - AH gear. Depreciation of value is a given. Someone with a Relic, however, isn't swinging an AH weapon - he's invested the time and effort into a weapon he has believed all this time will be top-tier. Even if it's not THE best weapon, it's still top-tier.
RME holders wouldn't be so upset if Adoulin introduced a new category of Ultimate Weapon *that required as much or more effort to acquire*, *that didn't invalidate the effort they placed into getting their RME*. Sure, individuals might still be miffed that their particular weapon is no longer THE best, and understandably so - Relic and Mythic are THE epeen item for a job, after all. The real /rage comes from the fact that there are new items being introduced which require far less effort for far greater reward - similar to the rage felt back when Perle etc. came out and made previous drops obsolete, but far greater because Relics and Mythics have always been top tier, and these new weapons overclass them horribly, so they're not even top tier anymore, or even close to top tier, much less THE best weapon for the job.
If the new weapons required MORE effort than existing Relics and Mythics to build, then they'd be new, valid goals to shoot for, but they'd still invalidate all the effort the existing Relics and Mythics require, even today.
Relics and Mythics (and to a lesser degree, Empy) are not AH gear. They were marketed as THE top tier weapons, so players undertook such with that in mind. WoE, Magian, Abyssea drops, and AH gear are the 'eh, good enough' second tier, and correspondingly have lower effort:lower reward.
SE had a very good solution with Relic +2 gear: new people attempting such can jump straight to +2 by using more Forgotten items, while people with existing +1 Relic gear can upgrade for a fraction of the cost. There was no massive /ragestorm over that; it was generally accepted and liked. I am a little surprised SE didn't take a similar approach with these weapons: make a set of new weapons which start out with mediocre stats (easily obtained as a drop or for a token amount of points - like, say, 30k), but can be augmented to massively awesome stats via the investment of more points (hi2u Airlixirs), for a final product that is superior to current 99 RME. Meanwhile, add a parallel path wherein existing RME can be upgraded to comparable stats via investment of *the exact same points*. Could make it so that the new items require, say, 50k points per upgrade, while the RME require a lesser amount, say, 20k per ugprade. It might be faster for someone starting from scratch to buy a new weapon and upgrade it than to make a RME from scratch and upgrade it, but at least current RME holders have something worthwhile to show for their past efforts. Effort:reward ratio remains more-or-less intact, SE achieves their goal of maintaining a timesink, RME users get to keep their current shinies, everyone's happy.
=/
That's a long and thought-out response, but the response is basically "Waah." Guess what, items in MMOs get old and replaced. Anyone who put all the time, a very large amount of it for sure, into Relic's should have expected it. It's really as simple as that. There's definitely a few solutions and quite a few ways to make everyone happy, but the people who expect their one hard-earned item to remain forever relevant are crying way too loud. People have spent weeks and months on all kinds of things in numerous games, doesn't mean they then expect their amazing achievement to be carefully guarded by the developer's to remain always the greatest thing that can be done.
And that's sorta what it boils down to - I worked hard, I don't want anyone else to have what I have easier. FFXI was stagnant for so long that people got comfortable with it, but it simply isn't how online games work. They grow or stagnate, so *** about not getting upgrades, or *** about upgrades that are great, but don't do both~. Growth is absolutely the nature of these games, and the developers made some stupid decisions in the way they itemized RMEs, essentially backing themselves into a corner. How the hell do you replace Ochain/Aegis, for example? Now what does a PLD ever want in a new shield? It's either positively mind boggling, or nobody ever cares and every paladin forever is doomed to do both. It's just poor design.
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-11 20:53:33
Guess what, items in MMOs get old and replaced. Anyone who put all the time, a very large amount of it for sure, into Relic's should have expected it.
I wish people would quit spouting this nonsense. The thing is, in FFXI, items *don't* always get replaced. Relics have *always* been competitive for as long as they've existed in the game. In the instance in which they were surpassed by new equipment, the developers made sure to adjust them so they were still competitive. It is entirely reasonable for someone building a REM weapon to assume that this would remain the same.
Yes, other MMO's work differently. We're not talking about those games. That other MMO's work that way has *no bearing* on this discussion.
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-11 21:01:27
This thread just divebombs back into stupid every couple pages, no matter what, doesn't it?
And Candlejack, if you're going to summarize what everyone else has been saying for 100+ pages, please do us two favors:
1) Don't do it so badly
2) Don't follow up someone criticizing you with a mix of ad hominem and hate speech
Thanks
[+]
Quetzalcoatl.Kenrusai
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By Quetzalcoatl.Kenrusai 2013-05-11 21:06:14
this thread use to be good reads, shits just tedious now ;/
lock it mods, I got my fill.
Cerberus.Pleebo
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By Cerberus.Pleebo 2013-05-11 21:09:29
So...
Posting *** now or what?
Lakshmi.Rooks
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By Lakshmi.Rooks 2013-05-11 21:10:45
So...
Posting *** now or what?
It'll be a change from *** posting in any case, I guess
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
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Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
|
1 |
|
|
|
Content Level |
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Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
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