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Matsui: "Don't throw away your R/M/E weapons yet"
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 15:07:26
Did people forget that SE isn't forcing you to play this game? If this new model really does trash the game, I'm way too curious to not experience it's death firsthand. I plan on riding this hot mess to the grisly end!
(Or until 14 comes out, whichever comes first)
Server: Fenrir
Game: FFXI
Posts: 257
By Fenrir.Hanabira 2013-04-30 15:09:16
the dirty little secret of world of warcraft Every single MMORPG that gets new content is that you never actually get any stronger
the gear you get makes the numbers that pop up on your screen a little bigger, but once you get a bunch of them and start seeing a meaningful difference, you move on to the next tier, with bosses that aren't actually any stronger or more difficult but have juuuuuust enough more health and damage output to put you back where you were at the start of the previous tier
but then you go back to older content (because people do old content in other games) and you destroy it.
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-04-30 15:09:35
Two solid page openers in a row.
KEEP IT UP
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 15:11:33
Did people forget that SE isn't forcing you to play this game? We arn't forcing them to care about or opinions either, they can do what they want with what we say and will have to live with the outcome same as we have to live with what they do, either by keeping playing or stopping.
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues.
While MMOs are a different ball park the concept is the same, if people just drop out and say nothing it makes it much more difficult for the company to find what is working and what is not.
[+]
By ScaevolaBahamut 2013-04-30 15:11:56
Quote: Again, except FFXI You should have quit when they added Sky, Dynamis, Relics, Limbus, Salvage, Nyzul, Einherjar, Mythics, WoE, Abyssea, Empy, VW, Neo-Nyzul, Neo-Salvage, Neo-Limbus, Skirmish Oh what is that? So it's the first time they outdate content with new content ...?
yes, this is actually the first time they have outdated content with new content
this is the first time ffxi said YOU MUST BE THIS TALL TO RIDE THE _______, which is why i stand by my assessment of these weapons as a limit break rather than a reward (which sucks)
the RME ONRY of the past two years was 100% players
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-04-30 15:11:56
Quote: Again, except FFXI
You should have quit when they added Sky, Dynamis, Relics, Limbus, Salvage, Nyzul, Einherjar, Mythics, WoE, Abyssea, Empy, VW, Neo-Nyzul, Neo-Salvage, Neo-Limbus, Skirmish
Oh what is that? So it's the first time they outdate content with new content ...? the scale is a lot different than any past change
you could do legion in 75 gear
assuming they make use of the def patch and the drastically increased def on their new gear, it'll be pretty much impossible to progress without the new gear
that's a very different model
Bismarck.Kelhor
Administrator
Server: Bismarck
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By Bismarck.Kelhor 2013-04-30 15:12:21
Quote: Again, except FFXI
You should have quit when they added Sky, Dynamis, Relics, Limbus, Salvage, Nyzul, Einherjar, Mythics, WoE, Abyssea, Empy, VW, Neo-Nyzul, Neo-Salvage, Neo-Limbus, Skirmish
Oh what is that? So it's the first time they outdate content with new content ...?
You're being dishonest here. No previous update has completely invalidated the entire base of weapons like this one. Not even Abyssea was this disruptive, in terms of the scale of the numbers involved.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
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Posts: 12308
By Phoenix.Kojo 2013-04-30 15:12:22
Why have we not heard any comments from Matsui yet?
Golden week
So, do they not work at all? Do they not see the uproar? Will they come in next Monday to see that people are pissed?
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Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 15:14:25
Is this sort of like a governmental administration releasing certain announcements on the weekend when no one is around to care?
Server: Odin
Game: FFXI
Posts: 401
By Odin.Rikiyame 2013-04-30 15:15:26
Also, doesn't Golden Week have a spike in suicide rates?
Bismarck.Kelhor
Administrator
Server: Bismarck
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By Bismarck.Kelhor 2013-04-30 15:16:19
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues.
Wildly off-topic, but I'm glad to see we finally found a useful purpose for our attitudes. Now, if we can convert not being able to do basic math into a clean-burning fuel, the world is ours.
U.S.A! U.S.A!
Phoenix.Kojo
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Posts: 12308
By Phoenix.Kojo 2013-04-30 15:17:01
Anyone able to read Japanese able to look at the OF JP Dev Tracker feed? Mocchi has posted, but I can't read to see if he has said anything about this uproar.
By ScaevolaBahamut 2013-04-30 15:18:38
SLYCER QUIT YOUR JOB IMMEDIATELY
Phoenix.Kojo
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Server: Phoenix
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Posts: 12308
By Phoenix.Kojo 2013-04-30 15:24:16
Lol, Other than Slycer.
By skyehope928 2013-04-30 15:25:28
Well if u dont have any rem then be happy se has finally awarded you noobs
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Valefor.Nattack
Server: Valefor
Game: FFXI
By Valefor.Nattack 2013-04-30 15:26:03
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues. As a Canadian whos worked in many restaurants, I'd like to know where you get that information from. I certainly haven't seen it.
Bismarck.Kelhor
Administrator
Server: Bismarck
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Posts: 509
By Bismarck.Kelhor 2013-04-30 15:28:40
Well if u dont have any rem then welcome back, since you've been gone for like, three years.
[+]
Server: Fenrir
Game: FFXI
Posts: 1161
By Fenrir.Mtmoogle 2013-04-30 15:28:56
Did people forget that SE isn't forcing you to play this game? We arn't forcing them to care about or opinions either, they can do what they want with what we say and will have to live with the outcome same as we have to live with what they do, either by keeping playing or stopping.
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues.
While MMOs are a different ball park the concept is the same, if people just drop out and say nothing it makes it much more difficult for the company to find what is working and what is not. I see what you are saying, but people will complain yet still play the game that has so many major flaws (as they say). It's like Canadians constantly going to a restaurant they know they don't like and complain about it.
It is impossible to please everyone, and there are always people that will say they are quiting the game blah blah blah. But really, what will SE have to do to the game to get most of the current population to quit the game?
By skyehope928 2013-04-30 15:31:22
Yes thats what I ment to say
Lakshmi.Byrth
VIP
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Posts: 6334
By Lakshmi.Byrth 2013-04-30 15:33:57
Anyone able to read Japanese able to look at the OF JP Dev Tracker feed? Mocchi has posted, but I can't read to see if he has said anything about this uproar.
Google Translate tells me that it is about some kind of JP contest involving making FFXI-themed lunchboxes. So no, he didn't.
[+]
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 15:34:01
No one even knows the game plan. It's all just wild speculation at this point.
It's not really wild when Matsui said he envisioned doing one form of content to get gear for the next form of content to get gear for the next form of content, etc. It's a basic gear treadmill, which hasn't precisely been the way XI's worked up until now. It's been less linear than that. So basically they've decided to sacrifice one of FFXI's greatest strengths in order to...do what exactly?
I wish I knew. It's sad, really. Coming back to this game was incredibly refreshing after playing WoW for several years. Now, it seems like they're hellbent on giving XI a similar model and I can't see it holding my interest in the long run.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 15:35:00
Anyone able to read Japanese able to look at the OF JP Dev Tracker feed? Mocchi has posted, but I can't read to see if he has said anything about this uproar.
Google Translate tells me that it is about some kind of JP contest involving making FFXI-themed lunchboxes. So no, he didn't.
Figures.. lol
By ScaevolaBahamut 2013-04-30 15:35:39
Did people forget that SE isn't forcing you to play this game? We arn't forcing them to care about or opinions either, they can do what they want with what we say and will have to live with the outcome same as we have to live with what they do, either by keeping playing or stopping. An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues. While MMOs are a different ball park the concept is the same, if people just drop out and say nothing it makes it much more difficult for the company to find what is working and what is not. I see what you are saying, but people will complain yet still play the game that has so many major flaws (as they say). It's like Canadians constantly going to a restaurant they know they don't like and complain about it. It is impossible to please everyone, and there are always people that will say they are quiting the game blah blah blah. But really, what will SE have to do to the game to get most of the current population to quit the game?
because i am capable of weighing the good and the bad to make an informed assessment of whether this is something i want to spend my time with, a skill i had to develop for my fulltime job of being a goddamn adult
ffxi does not have to be completely flawless for me to deem it worth playing, but to think this wouldn't change the calculus is kind of weird, honestly
[+]
Server: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-30 15:43:50
Speaking of obsolete content, anyone up for Expeditionary Force, Garrison, or Eco War?
[+]
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 15:47:00
Did people forget that SE isn't forcing you to play this game? We arn't forcing them to care about or opinions either, they can do what they want with what we say and will have to live with the outcome same as we have to live with what they do, either by keeping playing or stopping.
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues.
While MMOs are a different ball park the concept is the same, if people just drop out and say nothing it makes it much more difficult for the company to find what is working and what is not. I see what you are saying, but people will complain yet still play the game that has so many major flaws (as they say). It's like Canadians constantly going to a restaurant they know they don't like and complain about it.
It is impossible to please everyone, and there are always people that will say they are quiting the game blah blah blah. But really, what will SE have to do to the game to get most of the current population to quit the game? Oh you misunderstand they don't keep going, they dwindal off until few enough remain that they aren't making money anymore. If it will hurt the game much? That will be seen over the next month or so.
An interesting note relevant to this concept is that the success rate of restaurants is higher in the US than Canada. The reason? Canadian's are less likely to complain. instead they are more likely to just leave unhappy and not come back and so the restaurant keeps thinking everything is fine until their business dwindles and they can't pinpoint the problem because not enough people tell them their issues. As a Canadian whos worked in many restaurants, I'd like to know where you get that information from. I certainly haven't seen it. Multiple chefs, my own experience and it's not exactly a secret trait of people in the US (no offense intended). Canadians complain plenty, more than people think we do, we are just less likely to do it where said complaints can make a difference IE *** to an employee that will just "whatever" it rather than talk to a manager or owner.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 15:47:19
Speaking of obsolete content, anyone up for Expeditionary Force, Garrison, or Eco War? Totally would be.
[+]
Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 15:48:25
No one even knows the game plan. It's all just wild speculation at this point.
It's not really wild when Matsui said he envisioned doing one form of content to get gear for the next form of content to get gear for the next form of content, etc. It's a basic gear treadmill, which hasn't precisely been the way XI's worked up until now. It's been less linear than that. So basically they've decided to sacrifice one of FFXI's greatest strengths in order to...do what exactly?
I wish I knew. It's sad, really. Coming back to this game was incredibly refreshing after playing WoW for several years. Now, it seems like they're hellbent on giving XI a similar model and I can't see it holding my interest in the long run.
That's a big chunk of the problem. Because of SE's poor communication skills we don't know what they're trying to do with all this. I guess we're supposed to just trust them, but why should we? What about them makes them trustworthy?
If this were WoW the subject would have been introduced, discussed, dissected, and adjusted before it was ever implemented. SE seemingly just throws ***at the wall to see what sticks.
[+]
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 15:48:59
Speaking of obsolete content, anyone up for Expeditionary Force, Garrison, or Eco War? Totally would be.
Man, I loved Garrison! One of the level 20 ones was the first time I'd ever seen a mob use Mijin Gakure. Scared us all half to death.
By kenshynofshiva 2013-04-30 15:49:12
Awesome job mad derail sons Kudos on that.....
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 |
|
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 |
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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 |
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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 |
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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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