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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-11 21:23:36
By Zoltar 2013-05-11 21:32:58
As long as we don't have to kill 10,000 plantoids on earthsday or something like that for an increase in r/m/e base dmg, I'll be happy.
Cerberus.Detzu
Server: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-11 21:46:04
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.
Why playing ffxi then and not another MMO? There must be something special in this game because it seems to have a lot of flaws and people are still playing it. Aren't the Legendary weapons part of what makes this game special?
Server: Fairy
Game: FFXI
Posts: 2742
By Fairy.Ghaleon 2013-05-11 22:13:42
I think the extensive job system ffxi has is one of the biggest things that drew me to this game when it first came out, obviously there are other mmo's that follow suit nowadays but none have anywhere near the amount of jobs that ffxi has.
ontopic; I really think they went about this the wrong way. they should have just created a new line of legendary weapons exclusive for adoulin, that are sooper hard to get. (much harder than a relic/emp currently)
i doubt there would be as much bitching as there is currently if they had just gone that route. It's something people could work for which is honestly all this game really needs.
People want to work towards new stuff hell sometimes people even want to work together to accomplish stuff, but that "stuff" has to be upgrades worth doing the work for. even if the content is great/amazing, nobody is going to want to do it if the reward isn't worth it in the end.
This game could have easily been fixed if they made salvage 2.0 harder with stronger 2.0 rewards. (bigger timesink for them to iron all the details from SoA)
I'm sure plenty of people have said this already, but i honestly cannot wait for 14 2.0 to come out this summer, cause i am having the hardest time getting back into 11. it's so boring to me now :/
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Server: Sylph
Game: FFXI
Posts: 1009
By Sylph.Mirvana 2013-05-11 23:04:16
The issue is less the memories/timesink as much as R/M/Es being a representative symbol of the 10years of success XI has had, even in it's more stagnant days. The Delve weapons came toted with a complete overhaul of how XI has worked (horizontal, multiple things to decide from) in favor of gambling on bringing in a system that's been actively avoided by much of XI's playerbase (Newest addition is only one that matters. Older content is ignored.)
Killing R/M/E symbolically kills FFXI as many players view it.
(Also Mythics, iirc, weren't added till after WotG, hence DNC and SCH having ones. I could be wrong though.)
Sylph.Krsone
Server: Sylph
Game: FFXI
Posts: 1299
By Sylph.Krsone 2013-05-11 23:33:31
As long as we don't have to kill 10,000 plantoids on earthsday or something like that for an increase in r/m/e base dmg, I'll be happy.
Your avatar reminds me of that Tom Hanks film Big, that head was scary as a kid :<
But they cant do trials for them I think they said this anyway or anyone in the progress of a 3000 cinder trial for some reason who finds out he cant get the boosted 99 afterglow/nonafterglow trial until he finishes 2900 more cinders is pretty stuffed.
It should be 99 version of the weapon gives the boosted stats as well as unlocking that ws for any weapon, in the case of woe no aftermath and empy with aftermath. As for 99 relic once this is registered same as how the 99 weapons will be registered to use the ws with any weapon of the same type once 99 relics are registered all hidden effects should also be applied to other weapons of the same type same again for augments on mythics. Then more people would consider making several more weapons of the same type.
Also these boosted relic stats need to work in the off hand, the 20dex from almace does so we assume the 20 acc and attk does but the expected 50-60attk on mandau not so sure.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-11 23:35:25
Part of me thinks they'll take this opportunity to "fix" the fact that Empyreans give their stats while they're in the offhand.
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Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-11 23:52:18
The issue is less the memories/timesink as much as R/M/Es being a representative symbol of the 10years of success XI has had, even in it's more stagnant days. The Delve weapons came toted with a complete overhaul of how XI has worked (horizontal, multiple things to decide from) in favor of gambling on bringing in a system that's been actively avoided by much of XI's playerbase (Newest addition is only one that matters. Older content is ignored.)
Killing R/M/E symbolically kills FFXI as many players view it.
(Also Mythics, iirc, weren't added till after WotG, hence DNC and SCH having ones. I could be wrong though.)
As far as I know, the DNC/SCH relics were added later. Mythics were in the game during ToAU.
Lakshmi.Rooks
Administrator
Server: Lakshmi
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Posts: 1570
By Lakshmi.Rooks 2013-05-11 23:55:46
No, they really were released all together, DNC/SCH included - because originally, you couldn't get the Vigil weapons in Nyzul, and I remember the stampede when they were released.
Plus, SE never backtracks like that (hence no RUN on Ragnarok, DNC on Mandau, etc).
[Edit: I guess they sort of did with NNI gear. But you still don't see newer jobs on Salvage v1 gear, and such. SE seems really reluctant to go back and modify old gear except when they must (so that a new job has something to actually wear)]
Leviathan.Kuryomi
Server: Leviathan
Game: FFXI
Posts: 170
By Leviathan.Kuryomi 2013-05-12 00:00:12
Fenrir.Candlejack said: »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. That last shot, coming from someone who more than likely doesn't have even a lv.85 Empyrean weapon. Cry moar, feggot.
FACT: The devs have always tried in the past to keep the "legendary" weapons competitive.
FACT: Just because other MMOs use a "gear treadmill" approach to gear progression doesn't mean they all have to. FFXI is different in that ARMOR is a part of a gear treadmill along with WEAPONS, WITH LEGENDARIES BEING THE EXCEPTION. The only ones I see whining about how the devs shouldn't even bother keeping the Legendaries relevant are the people that don't even own one of them, such as yourself. *** hat
Edit: i think you need a hug, sir
Leviathan.Kincard
Server: Leviathan
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By Leviathan.Kincard 2013-05-12 00:01:10
Vigil weapons were available to drop even back when clearing F100 reset your progress on Nyzul Isle, way before Mythics were introduced and people were speculating what they were for.
DNC and SCH were added in the Nov. 2007 update and the Myriad Arms of Balrahn story was in Feb. 2008. Basically the actual Mythics came out just as WOTG came out.
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Lakshmi.Rooks
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By Lakshmi.Rooks 2013-05-12 00:02:51
Ah, that's right. Good call. I remember the stampede when they became important, apparently.
Ragnarok.Alahra
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By Ragnarok.Alahra 2013-05-12 00:05:50
Leviathan.Kincard said: »Vigil weapons were available to drop even back when clearing F100 reset your progress on Nyzul Isle, way before Mythics were introduced and people were speculating what they were for.
DNC and SCH were added in the Nov. 2007 update and the Myriad Arms of Balrahn story was in Feb. 2008. Basically the actual Mythics came out just as WOTG came out.
Huh. I remember I was still playing when they came out, but I could have sworn I quit before WotG released. I didn't have it until I got the Abyssea Ultimate Collection years later. I guess I stuck around for just a little bit or something.
Lakshmi.Rooks
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By Lakshmi.Rooks 2013-05-12 00:06:57
but I could have sworn I quit before WotG released
In your defense, the WotG release took about 37 years, so that's a pretty big window of time.
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Fenrir.Sylow
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By Fenrir.Sylow 2013-05-12 00:07:01
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Fenrir.Sylow
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By Fenrir.Sylow 2013-05-12 00:09:52
Actually if you look closely all of the mythic weapon screenshots are in WotG areas
Lakshmi.Greggles
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By Lakshmi.Greggles 2013-05-12 02:43:17
The NIN is using two Nagis. D: Why can't we use two Nagis?!
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By Sylph.Mirvana 2013-05-12 02:45:20
PS2 Limitations. B-)
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-12 06:10:02
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 Not broken, but certainly very good since it goes to fix DP's only issue which is the poor ws(and they're also gonna up the damage, so the QD will get even more potent!)
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-12 07:38:14
Leaden with damage plus thirty percent is not that far behind wildfire, IIRC?
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-12 07:41:06
Not far is still not as good! And then there's the Dark shot issue :c
Lakshmi.Byrth
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By Lakshmi.Byrth 2013-05-12 08:10:47
Yeah, without that Wildfire is about 20-25% better at 100TP even with level 99 Death Penalty. Same story for True Flight with Gastraphetes.
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-12 08:52:19
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 Not broken, but certainly very good since it goes to fix DP's only issue which is the poor ws(and they're also gonna up the damage, so the QD will get even more potent!)
DP has no AGI/MAB whatever and it doesn't increase WF dmg, so it won't be THAT good if majority of your dmg came from WF, or if your WF dmg reaches certain %.
On the other hand, unlock WF and use MAB+11 magian gun would do higher WF dmg than a lv 99 Armageddon.....
By mcdonalds87 2013-05-12 08:59:13
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.
=/
I decided to read War and Peace instead. It seemed shorter
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By Siren.Kalilla 2013-05-12 09:07:56
Quetzalcoatl.Kenrusai said: »this thread use to be good reads, shits just tedious now ;/
lock it mods, I got my fill. This is an active news topic that is still being updated weekly.
Not every topic has to be " discussed " until it is run into the ground, users could simply choose to stop posting. It's a huge hassle to wait for a mod to come online to unlock a thread when I need to update it, or creating a new thread to start the whole thing over again, so I'd much prefer if people could act mature instead of fighting like children.
By mcdonalds87 2013-05-12 09:22:55
Quetzalcoatl.Kenrusai said: »this thread use to be good reads, shits just tedious now ;/
lock it mods, I got my fill. This is an active news topic that is still being updated weekly.
Not every topic has to be " discussed " until it is run into the ground, users could simply choose to stop posting. It's a huge hassle to wait for a mod to come online to unlock a thread when I need to update it, or creating a new thread to start the whole thing over again, so I'd much prefer if people could act mature instead of fighting like children.
The topic of the thread has been resolved. It is worthless now. The things people are discussing now are weapon skills and other crap. Hell there was even about 4 pages of people talking about old soda that gave them some sense of nostalgia. This isn't active news.
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 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
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18 |
|
|
|
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17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
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|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
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New additions to Skirmish |
12 |
|
|
|
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11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
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9 |
|
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
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|
3 |
|
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|
2 |
|
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|
1 |
|
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|
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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