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Matsui: "Don't throw away your R/M/E weapons yet"
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 10:48:09
I know people don't like going to bg, but Slycer posted a translation of Matsui's posts here.
Shiva.Paulu
Server: Shiva
Game: FFXI
Posts: 779
By Shiva.Paulu 2013-05-01 10:49:06
I'd like commission a picture. A Tarutaru surfing a tidal wave of tears coming from r/e/m holders about to crash down on Matsui. Make it happen please & thank you.
Ragnarok.Ninurta
Server: Ragnarok
Game: FFXI
Posts: 91
By Ragnarok.Ninurta 2013-05-01 10:50:11
Quote: When I take a look back and think about how the content level steps up as you continue to move through more challenging content, I feel that there isn't a smooth transition.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 10:51:53
Quote: It is assumed that subduing the boss monsters of Delve will be the top level content for a while. With the game in this state, rather than adding even more higher level content, we plan to prioritize better connecting this high level content with other level 99 content as well as adjusting or introducing content for soloing or small groups. We will continue to work to satisfy as many people as possible.
So this is basically why this whole 'content level' thing is going fo fail hard
From here out they're going to release 'intermediate' stuff and people don't want to be handed tricycles when they've already seen the motorcycle
(This is why people were frustrated with Meebles and Salvage 2)
Bahamut.Dannyl
Server: Bahamut
Game: FFXI
Posts: 1552
By Bahamut.Dannyl 2013-05-01 10:51:55
what a terrible response...
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By Toren 2013-05-01 10:53:17
Matsui's post was a very wordy say nothing post. Must have taken bullshitting 101 in College.
Cerberus.Taint
Server: Cerberus
Game: FFXI
Posts: 1514
By Cerberus.Taint 2013-05-01 10:53:28
I know people don't like going to bg, but Slycer posted a translation of Matsui's posts here.
I called a long time ago that WoE weapons would allow the unlock of their Emp WSs. I hope it ends up being true.
And I can't wait to use Scourge with other weapons, so badass.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 10:54:52
I'd like commission a picture. A Tarutaru surfing a tidal wave of tears coming from r/e/m holders about to crash down on Matsui. Make it happen please & thank you. I play cor as main job - so my weapon will always be relevant one way or another.
Also I'm a huge Square fangirl - my FF fansite turned 7 years old yesterday and I even spent hours watching on youtube the playthrough of the titles I couldn't play for lack of the appropriate console.
Yet I think things are going terribly wrong here and can't feel very optimistic. It's not really about 99 Ragnaroks only, but rather what the game is going to be like. To which not even Matsui seem to have a *** response.
By Blazed1979 2013-05-01 10:55:33
Ragnarok.Alahra
Server: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-05-01 10:55:47
So they're actually serious about this unlocking the WS nonsense. Why wouldn't we just stick to Merit WS then, instead of devoting all that time and energy into taking a REM to 99?
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By Einhejar 2013-05-01 10:56:07
FF XIV must be almost ready to launch. They're giving us 200DMG onion weapons to make us quit and switch over. This is my current theory.
I remember when people said this around Abyssea/level cap raise launch.
What Matsui needs to do is sit down and pen a state of the game with possibly a new roadmap outling what they are going to do with XI, R/M/E and the expansion as a whole. If he doesn't have time (He is also working on XIV as Lead Battle), get the assistant director to do it.
There needs to be more clarity than We apologize, maybe, might, possibly, another time.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 10:57:44
I called a long time ago that WoE weapons would allow the unlock of their Emp WSs. I hope it ends up being true.
And I can't wait to use Scourge with other weapons, so badass.
Don't forget MNKs and Final Heaven!
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-05-01 11:00:32
Imiss.Tanaka said: The performance of the new weapons is not intended to be proportional to old equipment
Yeah, unless they decide to change this philosophy before they implement their "solution" I might find myself finally hanging up the scythe.
Cerberus.Ica
Server: Cerberus
Game: FFXI
Posts: 57
By Cerberus.Ica 2013-05-01 11:01:04
Why in the world would anyone upgrade an Empyrean to 99 if we'd be able to do a 99 WoE weapon and get the WS? I'd rather re-do Gaxe and GK as WoE weapons rather than spend the gil on 99 versions when I'm just going to store them and use the WS on a higher damage weapon.
By Blazed1979 2013-05-01 11:01:27
FF XIV must be almost ready to launch. They're giving us 200DMG onion weapons to make us quit and switch over. This is my current theory.
I remember when people said this around Abyssea/level cap raise launch.
What Matsui needs to do is sit down and pen a state of the game with possibly a new roadmap outling what they are going to do with XI, R/M/E and the expansion as a whole. If he doesn't have time (He is also working on XIV as Lead Battle), get the assistant director to do it.
There needs to be more clarity t han We apologize, maybe, might, possibly, another time.
I accept the stupid statements that have defined SE's dev team for the past decade. But this "MANPOWA!" excuse is ridiculous. They clearly have enough manpower to ***on us just not enough to wipe their *** when they're done.
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By itchi508 2013-05-01 11:02:38
So they are thinking of unlocking REM WS? In some cases it would be cool to use say a tool like Catastrophe with a higher base dmg weapon with more bonuses, but in reality are they really this lazy? If this is true i dont see many people even bothering to make REM unless they plan to 99 them just to use the WS on a different weapon. If i understand it correctly, This sounds like a pretty stupid attempt to fix there screw up.
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Server: Odin
Game: FFXI
Posts: 1360
By Odin.Creaucent 2013-05-01 11:04:29
Unlocking the *** weaponskill...... all the weapons I have made have not just been for the weaponskill but for how the weapon looks...... I dont want to be using cata on anything but apoc... thats why I made it. All they have to do is pretty much add 50-130 dmg (obviously depends on the weapon) then they will be relevant again maybe add some more acc/att.
/ROIDRAGE
Leviathan.Mckeag
Server: Leviathan
Game: FFXI
Posts: 204
By Leviathan.Mckeag 2013-05-01 11:05:15
That response was very careless to the players. I think he just said something to acknowledge we are mad about it and pretty much said Deal with it.
Phoenix.Innina
Server: Phoenix
Game: FFXI
Posts: 83
By Phoenix.Innina 2013-05-01 11:06:51
Matsui needs to pull something out of his tush, and really soon. They are about to lose lots of precious money in monthly subscribers =x. Give us something! We want to see some real ground here. Not something that's still talked about 2 years from now.
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By Otomis 2013-05-01 11:06:58
I guess, the way I read it REMC 99 owners (not including afterglow) will have access to the WS even with another weapon equipped. That is what it sounds like to me.
Phoenix.Innina
Server: Phoenix
Game: FFXI
Posts: 83
By Phoenix.Innina 2013-05-01 11:08:31
I guess, the way I read it REMC 99 owners (not including afterglow) will have access to the WS even with another weapon equipped. That is what it sounds like to me. Yaaaaaay cuz Final Heaven is so OP!
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 11:08:50
That response was very careless to the players. I think he just said something to acknowledge we are mad about it and pretty much said Deal with it. Would be a very dangerous approach on their part. Threats of people dropping subs seem pretty realistic atm.
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Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 11:09:08
Honestly if they give me access to PK DMG+30% as well as Tepsichore's augmented steps and AM1/2/3 on any weapon I'll take it
(Same with pummel)
I mean can you imagine how ridiculous that would be lol
Phoenix.Dinah
Server: Phoenix
Game: FFXI
Posts: 135
By Phoenix.Dinah 2013-05-01 11:09:49
I don't have the time/money/patience to take an emp to 99.
If you have the weapon with the WS on it you should be able to trade it to an NPC and be able to use that WS at any time. The loss of Aftermath should be enough to warrant using the WS otherwise.
Bahamut.Dannyl
Server: Bahamut
Game: FFXI
Posts: 1552
By Bahamut.Dannyl 2013-05-01 11:10:04
Don't take the "unlocking WS from 99" and run with it. His response or lack of response was so careless that he threw us a half-*** bone, but I honestly doubt the reality of doing what he said is going to fly. If so, there will be a lot of pissed off players. I wouldn't be entirely surprised either.
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 11:10:38
I don't have the time/money/patience to take an emp to 99.
If you have the weapon with the WS on it you should be able to trade it to an NPC and be able to use that WS at any time. The loss of Aftermath should be enough to warrant using the WS otherwise.
"I don't want to do this work!
Please reward me for it anyway!"
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 11:10:43
Ok, I want a gun with:
D of Donderbuss+1
Agi+20
Quick Draw damage+60%
Wildfire
AM: Inc. Racc/Ratk; ODD/ODT.
Where do I get one?
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-01 11:11:14
Ok, I want a gun with:
D of Donderbuss+1
Agi+20
Quick Draw damage+60%
Wildfire
AM: Inc. Racc/Ratk; ODD/ODT.
Where do I get one?
I actually wished I had a Death Penalty yesterday Q_Q
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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 |
↓
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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