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Matsui: "Don't throw away your R/M/E weapons yet"
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 15:49:43
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.
Back in 2004, my friends and I referred to it as the Greater Dartboard Theory of Game Design.
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Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-04-30 15:52:17
SE seemingly just throws ***at the wall to see what sticks.
I've seen the phrase used before, but never so aptly.
Bravo.
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Fenrir.Camiie
Server: Fenrir
Game: FFXI
Posts: 817
By Fenrir.Camiie 2013-04-30 15:54:32
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.
Back in 2004, my friends and I referred to it as the Greater Dartboard Theory of Game Design.
Yeah that's exactly how it seems. If they DO have a plan, what is it? Some vague generalities about tiered content is all I've seen. Why does that require the total obliteration of all that came before save for a few unique utility pieces? I'm no journalist, but I'd feel a bit better if they'd answer some or all of the five W's.
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-04-30 15:55:52
Leviathan.Comeatmebro said: »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 the beauty of the way xi has worked up till now, is all old content had a place, even if pieces of sets were obselete from their original use, se expanded on them to make them situationally relivent, examples like ebody or relics got stepped up each time other things did to keep that hard work still feel satisfactory, even if you had to upgrade from nq to hq to keep that relivance. that noted, most gear has worked together from all other areas to keep all content worth something, neo limbus/salvage exemplify this by requiring the original pieces to upgrade to the new, nothing wrong with that concept. game changes though when the equipment progression is halted in trade for a "do this all new content or get left behind" turn the game has taken
that all said, r/m/e doesnt have to all be #1 especially considering the coming of legendary weapons, but keeping the effort into making them should always be a priority for se, not floor (in some cases) over a year worth of work to build a weapon in exchange for the next best crafted item someone with 150 smithing pops out
Server: Fenrir
Game: FFXI
Posts: 124
By Fenrir.Boomslang 2013-04-30 15:59:15
I dont know if I'd try to apply to much logic to the overall plan. I work for a Korean company and interact with Japanese vendors quite a bit. They both share this same set of logic that, to me in some instances, come across as bat-***-crazy but if you understand the culture enough you can start to see how they think.
Not really helpful to the overarching conversation, but there is a huge difference in logic between our cultures that should be accounted for.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 16:04:52
That's about how I feel. I liked that the old content was relevant in some way, and that progression was...I think someone used the word parallel in the thread earlier. Incremental steps are great, imo, because they will invalidate older content more slowly, while still allowing improvement over the previous top end gear. I mean, it's not as if we do Operation Desert Swarm for Venomous Claws anymore, so content will eventually phase out, but to boldly work toward invalidating as much as possible of it in a few patches seems silly to me.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 16:13:42
The extreme jump in weapon stats is probably due to them wanting clearly defined content levels. They had to make the gear gap huge between content that is accessible now and content on the upper tiers because they don't seem to want well-geared groups conquering those upper tiers without completing middle tiers. Tuning fights to require huge DPS output that even the current high-end players aren't capable of is just a way to ensure that no one is able to cut in line, basically.
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 16:17:29
The extreme jump in weapon stats is probably due to them wanting clearly defined content levels. They had to make the gear gap huge between content that is accessible now and content on the upper tiers because they don't seem to want well-geared groups conquering those upper tiers without completing middle tiers. Tuning fights to require huge DPS output that even the current high-end players aren't capable of is just a way to ensure that no one is able to cut in line, basically.
Right, they're essentially trying to do this too fast, in my opinion. It would have taken time if they did it in smaller, incremental steps, but they could have gotten there eventually. Instead, they've altered the fundamental shape of the game in just a couple patches.
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
By itchi508 2013-04-30 16:19:57
Here's a good question. What if these new weapons where made as a new legendary weapon with a WS attached to it with the same stat bonuses. Would everyone still be pissed? I'm sure people would set aside there REM and play with these new ones with a smile
Quetzalcoatl.Dawnn
Server: Quetzalcoatl
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Posts: 1041
By Quetzalcoatl.Dawnn 2013-04-30 16:20:20
The extreme jump in weapon stats is probably due to them wanting clearly defined content levels. They had to make the gear gap huge between content that is accessible now and content on the upper tiers because they don't seem to want well-geared groups conquering those upper tiers without completing middle tiers. Tuning fights to require huge DPS output that even the current high-end players aren't capable of is just a way to ensure that no one is able to cut in line, basically.
probably the best logical breakdown I have seen here, sometimes i love your brain
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Phoenix.Ayrendel
Server: Phoenix
Game: FFXI
Posts: 105
By Phoenix.Ayrendel 2013-04-30 16:21:30
Tuning fights to require huge DPS output that even the current high-end players aren't capable of is just a way to ensure that no one is able to cut in line, basically.
But a lot of those huge DPS weapons are craftable and sell on the AH. I'm not required to do any middle content and I can still cut the line by throwing gil at the materials, only at a much lower cost than what I've spent on relics and a mythic.
Ragnarok.Zeromega
Server: Ragnarok
Game: FFXI
Posts: 400
By Ragnarok.Zeromega 2013-04-30 16:22:40
as long as they dont increment rme accordingly then yep
By itchi508 2013-04-30 16:24:39
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players? They are there to make the less fortunate players able to play aside you and participate w/o being completely useless
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Siren.Mosin
By Siren.Mosin 2013-04-30 16:25:52
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players?
who cares?
By Enuyasha 2013-04-30 16:26:00
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players? Left out, as is the mantra of the elitist snowflake religion.
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 16:27:31
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players? If they didn't add the new weapons the content would have been scaled relative to the gear we have now rather than to these new weapons so that isn't a great argument to make.
By itchi508 2013-04-30 16:28:31
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players?
who cares? Apparently everyone cares as there is 25 pages of bitching but no logic to why they did this. These weapons where made to be a tool in new content not to toss up some eye candy parse numbers in old content. In order to be viable in delve etc we will need some of these upgrades. If there was a WS attached to these there would be no QQ everyone would be all pumped up about it.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-04-30 16:29:54
Tuning fights to require huge DPS output that even the current high-end players aren't capable of is just a way to ensure that no one is able to cut in line, basically.
But a lot of those huge DPS weapons are craftable and sell on the AH. I'm not required to do any middle content and I can still cut the line by throwing gil at the materials, only at a much lower cost than what I've spent on relics and a mythic. True, but the materials are likely obtained from the Naakual NMs within the Delve rifts and will not be seen on the AH for some time. So you can either wait to buy an upgrade or do the content while it's fresh and obtain it that way. The AH versions are basically a way to gradually nerf the content. The crafted weapons will gradually trickle down to the plebeians (like me!) and the hard-as-***-now Delve NMs will become more and more surmountable to a larger portion of the player base.
Really, the more we learn about this Delve system, the more I think about how well done it is (regardless of the direction it's taking the game in).
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By Enuyasha 2013-04-30 16:30:57
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players?
who cares? Apparently everyone cares as there is 25 pages of bitching but no logic to why they did this. These weapons where made to be a tool in new content not to toss up some eye candy parse numbers in old content. In order to be viable in delve etc we will need some of these upgrades i dont even think most people would mull over an idea like "maybe these weapons are placeholder upgrades til they figure out what to do with R/E/M?"
By itchi508 2013-04-30 16:42:48
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players?
who cares? Apparently everyone cares as there is 25 pages of bitching but no logic to why they did this. These weapons where made to be a tool in new content not to toss up some eye candy parse numbers in old content. In order to be viable in delve etc we will need some of these upgrades i dont even think most people would mull over an idea like "maybe these weapons are placeholder upgrades til they figure out what to do with R/E/M?" Not at all just saying these weapons will allow non REM owners to participate in these battles along side us. And us to use them at will to be more efficient. We need need these weapons to help us get this new gear. And wait for our REM upgrades in the future. Most use merrit WS anyway so what's the difference of a relic that U never use the actual WS attached to it? Should be glad these weapons can help non veterans participate in high end game content and actually be helpful
In reality it's Easier for them to make weapons to benefit everyone in this content than it is to focus on REM upgrades that only benefit us, in which screws over non REM owners that want to do this new stuff. So balance is give weapons to all. Or upgrade REM and screw the rest.
Which makes more sense to keep the largest amount of the server happy and capable of attending such content? And yes I agree the massive leap they did with this is uncalled for but I see why the did it in the way they did. If they didn't do these weapons we would have a lot less players that are able to help us with delve etc. now non veterans can be of use and veterans can be even more godly
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Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-04-30 16:57:31
What if they didn't add new weapons. What would non REM owners do in delve? As is 99 REM are pretty weak on these new NMs and even the elitist team will have a challenge. Where would that leave the rest of the less skilled/geared players?
who cares? Apparently everyone cares as there is 25 pages of bitching but no logic to why they did this. These weapons where made to be a tool in new content not to toss up some eye candy parse numbers in old content. In order to be viable in delve etc we will need some of these upgrades. If there was a WS attached to these there would be no QQ everyone would be all pumped up about it.
Going on 70 pages on the OFs, just image if the unquelled fury continues till Golden Week ends and the devs come back to their newest work basically being the spark that ignited a riotous wildfire.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 17:55:39
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
I hate to break it to you, but you've been on the treadmill for awhile already. You just didn't notice because they weren't raising the incline.
Odin.Jryan
Server: Odin
Game: FFXI
Posts: 54
By Odin.Jryan 2013-04-30 18:08:21
Don't want to spoil the party but "Golden Week" this year in Japan is actually a 3 day weekend followed by 3 days of work, followed by a 4 day weekend. The dev team is likely toiling away as we speak working on new updates to help all the bed wetting crybabies sleep better at night. And considering the work culture and stressful situation at SE right now, they're probably even working on their days off to ensure they don't lose their dream job position that they worked their balls off to get.
Golden week? More of a bronze week compared to years past.
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By skyehope928 2013-04-30 18:09:27
I just want to take my kannagi to 99
By Enuyasha 2013-04-30 18:12:21
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
I hate to break it to you, but you've been on the treadmill for awhile already. You just didn't notice because they weren't raising the incline. You try to tell people that and they all become "NUHUH!" about it :(
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 18:18:07
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
I hate to break it to you, but you've been on the treadmill for awhile already. You just didn't notice because they weren't raising the incline. You try to tell people that and they all become "NUHUH!" about it :(
Because maybe just maybe you're completely missing the point
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By Enuyasha 2013-04-30 18:20:41
I didn't want a gear treadmill. Plenty of games for that out there. The least they could have done was try to ease the game into it.
I hate to break it to you, but you've been on the treadmill for awhile already. You just didn't notice because they weren't raising the incline. You try to tell people that and they all become "NUHUH!" about it :(
Because maybe just maybe you're completely missing the point and maybe just maybe FFXI is actually a casual level of the gear grind MMO and the constant "my gear/weapons i worked on for years is now useless" parade can go away.
Bahamut.Kiralai
Server: Bahamut
Game: FFXI
Posts: 132
By Bahamut.Kiralai 2013-04-30 18:28:17
Lateral or vertical, it's still a gear grind. If there's a compelling argument to the contrary, I'd like to hear it. If you didn't want to participate in a gear grind, you'd have no need for the old content that you like (and I like; you're not alone in that) to contain worthwhile gear, because you'd be doing it for fun.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-04-30 18:41:43
There is no argument to the contrary of your point of "it's still a gear grind."
Lucky for us you're incompetently trying to argue against a point that none of us trying to make.
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By Enuyasha 2013-04-30 18:49:32
There is no argument to the contrary of your point of "it's still a gear grind."
Lucky for us you're incompetently trying to argue against a point that none of us trying to make. There is an argument that FFXI is turning into a gear grind though.
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
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Delve (Boss monsters) |
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19 |
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18 |
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17 |
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New Additions to Wildskeeper Reives |
16 |
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15 |
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14 |
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Delve (NM group 2) |
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13 |
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New additions to Skirmish |
12 |
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11 |
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Delve (NM group 1) |
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10 |
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9 |
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New additions to Colonization/Lair Reives |
8 |
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7 |
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Wildskeeper Reives |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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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 |
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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 |
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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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