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Matsui: "Don't throw away your R/M/E weapons yet"
Server: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-15 20:22:42
afterglow is disproportionately harder than 99"
Y'know... I'd completely forgotten about that. It's a perfectly valid point: the ULTIMATE weapons really should be the Afterglow weapons. Should give those weapons stats far superior to anything else, better than even than the proposed future NM drops. After all, they require the ultimate amount of effort to acquire, and thus should have the ultimate amount of reward.
That said... a lot of people seem to keep going on about iLvl without really understanding that FFXI item level requirements don't really correspond to iLvl at all.
For example: back in the 75 day? PCC. +10 Acc available at level 33. Does that make PCC effectively iLvl 33 gear? Hell no. It's high-level gear with an unusually low level requirement. Sniper rings, similar point: the actual stats on the gear are a lot higher than the level requirement. Heck, Hagun is level 72, yet was competitive with the 75 relic Amano.
Even today, you see people using the Twilight Mail/Helm set for the reraise, or Twilight Torque for the -DT - they might have level 90 requirements, but that doesn't mean they are iLvl 90 gear.
90 Masa is comparable to 95 Amano, and both are superior to the 99 WoE weapon. Another clear-cut example of proof that iLvl and level requirements are not the same.
Empys were introduced as the 'poor man's Relic'. They were introduced so that casuals CAN have a weapon that is at least comparable to the Relics and Mythics - and they served that goal admirably for many years. A non-99'd RME isn't an Ultimate weapon anymore - but has always been at least competitive, and it's not unreasonable for them to receive a modest boost to at least remain relevant. Note, I say relevant - not ultimate. Giving non-99'd RME less damage than the recent Delve weapons is totally reasonable, as long as the weapons ARE good enough for Adoulin content, such as Delve farming.
That said, I'm totally on board with SE adding more ways to get plates and cinders/dross, rather than reducing the requirements of the trials. Heck, make them drop in Skirmish and THAT might make that content relevant.
REM weapons can have an afterglow. Coin weapons can't. So why are coin weapons even going to be upgraded? In theory people will just unlock a WoE and put it on delve. REM afterglow or any 99 REM non afterglow, to bad.
If they cater to WoE, then they should cater to all the double attack and multi hit weapons as they are in the same class. Five to eight x attack weapons or turn your double attack weapon into a quadruple attack high base dmg weapon.
Ragnarok.Eriina
Server: Ragnarok
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By Ragnarok.Eriina 2013-05-15 20:43:57
New paaaage!!! :D
♪♫♩This is the thread that never eeeeends.
Yes, it goes on and on, my frieeeeends.
Some people starting reading it not knowing what it was,
And they'll continue posting here forever just becauuuuuse...♬♪
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Lakshmi.Saevel
Server: Lakshmi
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By Lakshmi.Saevel 2013-05-15 22:31:51
Why the F*CK are people discussing item level in FFXI? That concept doesn't exist in this game, never has, never will as the game design and combat system simply doesn't support it. Delve is absolute not "item level 120" or any other bullsh!t people want to shovel. It's simply level 99 gear that has it's stats appropriate for level 99. Previously our level 90~99 progression has been terribly underpowered, mostly as a result of Takana getting pissed over the Abyssea release. Level 80~90 RME's are adequately powered for their level, level 95 are a bit of a wash and level 99 is definitely weaker then it should be. SE is now correcting that issue by making level 99 RME's be at the same baseline that other newly released level 99 gear is.
And yeah I agree that HMP / Cinder / Dross should be easier to obtain, make it drop from Skirmish or Colonization just for sh!ts.
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Leviathan.Kincard
Server: Leviathan
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Posts: 1442
By Leviathan.Kincard 2013-05-15 22:37:36
yeah man they definately did not do a gigantic post about how they're going to do content level from now on
matsui definately did not do a response about how they're working on adding clevel onto 99 items
stop discussing item levels guys
please pay attention to me
By Solrain 2013-05-16 00:44:22
Why the F*CK are people discussing item level in FFXI? That concept doesn't exist in this game, never has, never will as the game design and combat system simply doesn't support it. Delve is absolute not "item level 120" or any other bullsh!t people want to shovel. It's simply level 99 gear that has it's stats appropriate for level 99. Previously our level 90~99 progression has been terribly underpowered, mostly as a result of Takana getting pissed over the Abyssea release. Level 80~90 RME's are adequately powered for their level, level 95 are a bit of a wash and level 99 is definitely weaker then it should be. SE is now correcting that issue by making level 99 RME's be at the same baseline that other newly released level 99 gear is.
Prothescar said: It's very simple.
Pre-SoA:
Level 85 weapon: Item Lvl 85
Level 90 weapon: Item Lvl 90
Level 95 weapon: Item Lvl 95
Level 99 Weapon: Item Lvl 99
But these item levels made little difference, upgrades were small in terms of overall DPS for most weapons (most every mythic and some relics being notable exceptions) and the item level of all equipment stopped at 99.
Post-SoA:
Level 99 weapon: Item Lvl 99
Skirmish weapon: Item Lvl 99~105
Delve weapon: Item Lvl 110~115
Delve Naakual weapons: Item Lvl 120+
Post-SoA content and equipment additions are shifting focus on increasing item levels in order to allow for an increase in content difficulty ("content levels"). It's an alternative method to simply increasing the level cap and dealing with all of the intricacies behind that. Players can now gain new equipment for their already level capped character to increase their relative power, relative level, to progress in higher content levels.
Therefor, you can see why increasing an item level 85 weapon up to, say, item level 110 or 120 does not fit with this model. It's all about progression. If you didn't bother progressing your lv 85/90/95 weapon to 99, then you can't expect to be allowed to skip several item and content levels just because you can't be bothered to finish your weapon first.
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Lakshmi.Watusa
Server: Lakshmi
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By Lakshmi.Watusa 2013-05-16 03:56:36
I agree for the most part Syl, but I just have to dispute this idea that people seem to be spreading around: Empyreans are not a poor-man's relic. They are Legendary tier weapons. Yes, their requirements may be less than their peers, but that doesn't make them a poor-man's relic. It just means that they're a newer, easier to achieve (cost/effort ratio), set of Legendaries.
If Empyreans are a poor man's Relic (no cost), then a Relic is a casual's Mythic (no effort).
The cost to 99 an Empyrean isn't *that* different from the cost to 99 a Relic, either.
At current prices, it's about a 50mil difference on my server depending on the 95-99 Empy path to go from scratch to 99. Pretty significant.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-16 05:37:37
ost-SoA content and equip
And yet SE hasn't mentioned anything about any "item level 120" bullsh!t. Content level existed back in 2002 / 2003, it's not a new idea. Previously it was a result of various difficulty settings. The only difference now is that SE is deliberately creating a path rather then leaving it up to the player base to create one. The concept of "item level" doesn't work with FFXI, take something like Augmented EBody / PBody +1, those are level 75 pieces yet are still used at 99. Emp +2 is level 80~90 gear and yet is still used at 99 (depending on job / situation). The entire concept of "item level" doesn't work in FFXI.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-16 05:39:34
It does for weapons though.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-16 05:48:28
And yet SE hasn't mentioned anything about any "item level 120" bullsh!t.
yes, they have. For someone who spends all his time being condescending to other people about they don't know what they're talking about, maybe you should do some basic reading on one of the biggest posts they've done in the past few weeks.
Quote: 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).
You can argue about how the playerbase has always used pre-99 gear at 99 but half the time that was because they deliberately designed stupid ***that offers one and only one function and can't be replaced, see Haoma's ring. When you say "item level doesn't work", take a look at the *** thread you're posting in, where there was over a hundred pages of people bitching about their other level 99 shinies being completely demolished by other items that were a higher "item/content level".
If they continue creating gear that basically just inflates the same basic stats (Base stats, atk, acc, etc) then they will definitely outdate previous gear outside of things that specifically mod JAs- and frankly, if they wanted to, they could even outdate those. Do you think actually it's that hard create an item called "Pewpewpew Pants", have it be content level 50 and make it mod EES to 10x damage?
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-16 05:49:31
It does for weapons though.
Not really. Hagun, Ridill, Joyeuse are prime old school examples. More recent ones (until SoA) was Rag / Ukon vs Cada / Bravura. SoA didn't change anything in FFXI's item structure, SE just released extremely powerful equipment in their bid to redo the scaling of level 99. We are not level 105/110/120, there is no equipment with a required level of 105/110/120, there is no field in the item database that has an "iLevel" entry and there are no ways to add all those iLevel's together for some fake "gear level" value.
Don't know how else to put it, the concept of "Item Level" simply doesn't' exist in FFXI's framework. And be design it can't exist. We change gear for everything we do, that instantly makes everything situational which in turn makes single dimensional numerical values meaningless.
Server: Leviathan
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By Leviathan.Comeatmebro 2013-05-16 05:53:11
It does for weapons though.
Not really. Hagun, Ridill, Joyeuse are prime old school examples. More recent ones (until SoA) was Rag / Ukon vs Cada / Bravura. SoA didn't change anything in FFXI's item structure, SE just released extremely powerful equipment in their bid to redo the scaling of level 99. We are not level 105/110/120, there is no equipment with a required level of 105/110/120, there is no field in the item database that has an "iLevel" entry and there are no ways to add all those iLevel's together for some fake "gear level" value.
Don't know how else to put it, the concept of "Item Level" simply doesn't' exist in FFXI's framework. And be design it can't exist. We change gear for everything we do, that instantly makes everything situational which in turn makes single dimensional numerical values meaningless. you use only pre-adoulin gear, i'll use only post-adoulin gear
wonder who's gonna win that parse
item level doesn't have to have exact numeric values for it to be clear the items are intended for a different league of content
Lakshmi.Saevel
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Posts: 2228
By Lakshmi.Saevel 2013-05-16 05:54:58
Leviathan.Kincard said: »And yet SE hasn't mentioned anything about any "item level 120" bullsh!t.
yes, they have. For someone who spends all his time being condescending to other people about they don't know what they're talking about, maybe you should do some basic reading on one of the biggest posts they've done in the past few weeks.
Quote: 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).
You can argue about how the playerbase has always used pre-99 gear at 99 but half the time that was because they deliberately designed stupid ***that offers one and only one function and can't be replaced, see Haoma's ring. When you say "item level doesn't work", take a look at the *** thread you're posting in, where there was over a hundred pages of people bitching about their other level 99 shinies being completely demolished by other items that were a higher "item/content level".
If they continue creating gear that basically just inflates the same basic stats (Base stats, atk, acc, etc) then they will definitely outdate previous gear outside of things that specifically mod JAs- and frankly, if they wanted to, they could even outdate those. Do you think actually it's that hard create an item called "Pewpewpew Pants", have it be content level 50 and make it mod EES to 10x damage?
Content level not f*cking "item level". You people are interposing WoW's ILevel system into FFXI and end up making sh!tty assumptions. Also Matsui was using that as a reference to try to explain why those items were so much stronger then previously released, all without calling out the previous producer or his beliefs about "balance". Mostly that our leveling up from 90~99 didn't scale well and that they will now introduce a new ear of equipment that is proper level 99 gear.
The fact that we change gears based on WS, JA, target and active buffs instantly removes the concept of "Item Level".
Server: Leviathan
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By Leviathan.Comeatmebro 2013-05-16 05:56:07
thank god saevel is here to remind us we swap gear for stuff
otherwise we might just be fulltiming our delve gear because it's the highest level
Lakshmi.Saevel
Server: Lakshmi
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Posts: 2228
By Lakshmi.Saevel 2013-05-16 05:58:06
Leviathan.Comeatmebro said: »It does for weapons though.
Not really. Hagun, Ridill, Joyeuse are prime old school examples. More recent ones (until SoA) was Rag / Ukon vs Cada / Bravura. SoA didn't change anything in FFXI's item structure, SE just released extremely powerful equipment in their bid to redo the scaling of level 99. We are not level 105/110/120, there is no equipment with a required level of 105/110/120, there is no field in the item database that has an "iLevel" entry and there are no ways to add all those iLevel's together for some fake "gear level" value.
Don't know how else to put it, the concept of "Item Level" simply doesn't' exist in FFXI's framework. And be design it can't exist. We change gear for everything we do, that instantly makes everything situational which in turn makes single dimensional numerical values meaningless. you use only pre-adoulin gear, i'll use only post-adoulin gear
wonder who's gonna win that parse
item level doesn't have to have exact numeric values for it to be clear the items are intended for a different league of content
How about you use SoA only gear (since it's supposedly a higher item level) and I use mixed gear and lets see what happens. 10mil gil says I win. One of my gears may even be a level 30 *GASP* ring. And if we're talking dual wielders they'll be using level 75 earrings (OMG THE HORROR!!!). Chances are I won't even be using SoA hands, not to mention my WS set will only contain a few SoA pieces.
Quote: Leviathan.Comeatmebro said: »thank god saevel is here to remind us we swap gear for stuff
otherwise we might just be fulltiming our delve gear because it's the highest level
Your the id10ts talking about "item level" as though there is a vertical progression that's related to the actually number stamped onto the item. "Item level" works in games where you can't rapidly switch out gear, it has no meaning the moment you can change 18 16 pieces with the press of a single button, then change those 18 16 pieces back again moments later.
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-16 06:01:32
The aim of the dev team seems that of making the game progress to a fake higher level without actually increasing the cap(they'd have to come up with new abilities for that..), so they just up the mobs level by a lot and to fight it they give us weapons with insane damage and very high def armour.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-16 06:07:18
it's almost like they inflated armor stats and monster stats according to the appropriate content levels and then asked people to go grind for gear at lower content levels to progress to higher content levels
nothing vertical about that, nope
that aside you're just being anal about the terms the playerbase has decided to adopt
do you get this uppity when people say "raids" instead of "endgame"
Server: Leviathan
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By Leviathan.Comeatmebro 2013-05-16 06:07:40
nobody is claiming some old gear isn't useful, nor are they saying you shouldn't mix them
higher ilevel means drastically increased stats at the same level, i don't know why you're that offended by utility items remaining useful
Sylph.Peldin
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By Sylph.Peldin 2013-05-16 06:25:56
Your the id10ts talking about "item level" as though there is a vertical progression that's related to the actually number stamped onto the item.
Never seen someone get so upset about something so trivial...
Valefor.Sehachan
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By Valefor.Sehachan 2013-05-16 06:28:03
Typed like a true 13 years old girl!
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Lakshmi.Saevel
Server: Lakshmi
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By Lakshmi.Saevel 2013-05-16 06:30:05
Leviathan.Kincard said: »it's almost like they inflated armor stats and monster stats according to the appropriate content levels and then asked people to go grind for gear at lower content levels to progress to higher content levels
nothing vertical about that, nope
that aside you're just being anal about the terms the playerbase has decided to adopt
do you get this uppity when people say "raids" instead of "endgame"
Not the player base, a few posters on a forum. The concept of "Item Level" is from WoW (adopted by many other games) and used as a gauge of a players equipment capability. Gear level is just the sum of the item levels of all equiped items and thus you can say in order to participate in Content A you need a gear level of B. It's a single dimensional numerical representation of a characters equipment. In such a setting item of level 110 would be stronger then item of level 99 and item of level 120 would be stronger the both. That system is totally useless in FFXI. An item level 120 VIT +10 (made up) ring would be weaker then a level 14 STR +2 ring for most WS's and weaker then a level 30 ring for TPing. FFXI is way to situational for "item level" to mean anything, depending on buffs, target monster and the action being done, any one item would be better then any other item. The item level system works best in games where there is a strong progression system already in place prior to release with a tight control and singular focus on gear and class structure. Basically the exact opposite of what FFXI is.
Exhibit A (Item level 114/115?)
http://wiki.bluegartr.com/bg/Miki._Cuisses
Is useless for TPing vs
(Item Level 99)
http://wiki.bluegartr.com/bg/Ares%27_Flanchard_%2B1
But those Minkin pants sure as hell are awesome for some WS's.
Lakshmi.Saevel
Server: Lakshmi
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By Lakshmi.Saevel 2013-05-16 06:31:54
Your the id10ts talking about "item level" as though there is a vertical progression that's related to the actually number stamped onto the item.
Never seen someone get so upset about something so trivial...
Not upset at all, just stating the obvious.
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By Cerberus.Senkyuutai 2013-05-16 06:35:18
What he means is that in other games, you just get the item with the highest ilvl, you cannot go wrong. I didn't play WoW but in TERA for example, the higher ilvl item is always better and the only point where you'll use your brain is when you reroll its stats.
FFXI doesn't have a general ilvl and will never have one, that's pretty obvious for everyone.
That being said, you can still apply item level to specific pieces. You just cannot have one ilvl, you are forced to have as many as there are situations. Though, due to FFXI nature, the ilvl would actually be an item worth.
Which makes it rather complicated in the end, especially considering that this game is Final Sidegrade XI.
Why bother with such useless detail, though. We have never done it and there is, objectively, no need to do so. Especially when we will have to literally pull numbers out of our *** because there is no way that Matsui will release an ilvl for every single item in this game.
D ring is an item that comes to mind.
Switching from "X is better than Y" to "dude, we gotta follow other MMOs jargon, it's ilvl time" is beyond me.
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Valefor.Sehachan
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By Valefor.Sehachan 2013-05-16 06:37:20
iLevel sounds so much like something developed by Apple. Bet you have to pay real money to get the upgrades!
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By Cerberus.Senkyuutai 2013-05-16 06:43:07
Well we already do pay real money for any upgrade in this game so it's pretty Apple mode.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-16 06:51:36
The largest advantage of showing ilevel ingame is so that people who don't constantly F5 the Official FFXI Forums (Most players) have some concept of how they should progress in the endgame. If I was coming back from a break I wouldn't have any idea if I was supposed to do Skirmish, Voidwatch, or Delve first.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-16 07:05:10
Leviathan.Kincard said: »The largest advantage of showing ilevel ingame is so that people who don't constantly F5 the Official FFXI Forums (Most players) have some concept of how they should progress in the endgame. If I was coming back from a break I wouldn't have any idea if I was supposed to do Skirmish, Voidwatch, or Delve first.
Exactly how would that work? Which piece is better then any other piece depends entirely on your situation. There is no universal X > Y in FFXI due to our freedom to switch gear and the sheer number of situations we swap gear on. A particular item could be better with aggressor up, or worse with aggressor down. Apoc / Bravura users have entirely different TP sets based on whether or not they have aftermath up. The only thing in this game that's that simple is the new Delve weapons (not armor / accessories) and only because their "DMG" value is so stupidly high that it wins in all situations by default. The moment the 99 RME's are buffed up we'll be right back into the situation of "weapon X has more accuracy then weapon Y and thus requires a different TP build".
There would have to be an "ilevel" for every situation in FFXI, good luck with that.
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By Cerberus.Senkyuutai 2013-05-16 07:11:46
Leviathan.Kincard said: »The largest advantage of showing ilevel ingame is so that people who don't constantly F5 the Official FFXI Forums (Most players) have some concept of how they should progress in the endgame. If I was coming back from a break I wouldn't have any idea if I was supposed to do Skirmish, Voidwatch, or Delve first. Well, we have so many different situations and switch that we can barely fit them in our inventory.
There is only one way to have an efficient ilvl system in FFXI:
- different ilvls on one item, each ilvl being targeted at a specific situation
- have a complete list of the whole database with their own ilvl based on the first example
A new player coming back right now is no different than a guy coming back pre or post abyssea. "Guys, I'm SAM, where should I go to gear myself?" "well, you should go to Abyssea for this, Voidwatch for that, whatever for whatever" > "well you should do dynamis/abyssea, then you can do delve"
Those are examples but nobody has ever been lost and nobody will ever be lost. Now if we want to clearly show people where to go, we unfortunately have a huge mountain of ilvl to ***out of our *** because I don't think Matsui will ever do it.
Also, due to FFXI nature, Delve is far from covering every situation and even less likely to cover all slots in each situation. Therefore, we'll always need to do the same stuff as we needed to do back in 2002/2004.
If you really want to go the ilvl way in order to help new players or people in general, you have a huge amount of work in front of you, it will take months to complete it, better start now.
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Asura.Kormak
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By Asura.Kormak 2013-05-16 07:24:04
Your the id10ts talking about "item level" as though there is a vertical progression that's related to the actually number stamped onto the item. "Item level" works in games where you can't rapidly switch out gear, it has no meaning the moment you can change 18 pieces with the press of a single button, then change those 18 pieces back again moments later.
At the risk of sounding like an id10t... swapping 18 pieces?
I was only aware of 16 equip slots and 3 of them shouldn't be changing during swaps.
Disregard me if I am overlooking something.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-16 07:24:26
Yes, people will always have to get all kinds of different armor because of the way the game is structured, but before this I wouldn't know that Delve monsters are ridiculously powerful compared to Skirmish monsters. If I was looking to get something of ilevel 20 and most/all of my gear is between say, ilevel 2-5, I probably can safely tell myself to set my sights lower and improve my gear all-around.
It's probably not as useful as the ilevel in other games but it's not useless.
Or have you guys been able to beat the Delve bosses easily (at all) with your ilevel 14s already?
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 |
|
|
|
|
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) |
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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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