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Matsui: "Don't throw away your R/M/E weapons yet"
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-01 16:24:02
Ragnarok.Dankiller said: »Enuyasha you are embarrassing. And so is this entire thread, really. Or, any of the other wasted internet space with the same theme.
Literally 42 pages of bitching and moaning and counter flaming. Over something that may well be fixed by the end of the month.People kept saying this about XIV at release as well and we all know how that turned out. Most of the bitching and moaning in the thread actually comes from people accusing others of bitching and moaning ironically.  Not really, oddly enough I actually stand to benefit greatly from these changes compared to before. Just calling it as I see it.
By Enuyasha 2013-05-01 16:25:44
How many pages ago did this change into "I'm cool, you suck!" vs "No, I'm cool, YOU suck?" page 40, now they are flaming people who are actually sensable about this issue while blinded by the ragequit.
Also, "so drastically so fast" Matsui TOLD US he had it planned to have a tiered gear get system. Did we not forget this conversation? Trying to erase R/E/M? How the hell do you get coalition/Skirmish/Delve/anything entry level without R/E/M?
You can get those without R/E/M though :) Cool, still need "better" weapons to get "better" weapons. So yea, *** off with that ***. Or can i phrase something better for you to snappily reply in 1-3 line sentences?
Quote: Not really, oddly enough I actually stand to benefit greatly from these changes compared to before. Just calling it as I see it.
same here, less competition in dyna for Aegis. But then again, PLD will bandwagon sooner or later.
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-01 16:29:55
The bad elements rage quit,the better,more dedicated elements reap the rewards. Plus, theres PLENT of RMTs paying hundreds of dollars to entertain the people who are waiting the end out. This is not the end of the game "yet" and people constantly complaining and prophesying "The End of An Era" for XI can just leave too. Because it makes no since to stay if you are just staying to sit in PJ waiting for that final R0.
Apparently you have no idea how MMORPG works. You just want the game to design the way you want. clearly this is your motive. As is the doomsayer propheies you are spinning out.
The way SE do this, I failed to see how would this work properly. I invested money and time in this game, and I don't want an insecure future with a dev telling me "Maybe we'll fix it, but we're not sure"
I wouldn't be as involved in this game if I don't know what's going to happen, I may just cancel my account and unlikely to come back if I leave long enough.
Why is it so hard to understand? It's just how managing MMORPG works, you don't want bad communication between players and dev. You don't want your most dedicated customer base to dislike your product, because it's unlikely to attract new customer anyways.
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Server: Fairy
Game: FFXI
Posts: 2742
By Fairy.Ghaleon 2013-05-01 16:29:58
I think I'm ok with weapons getting higher basedmg, This game really NEEDED some restructuring after all. lvl 99 definitely didn't feel like lvl 99.
if felt like lvl 76 with extra evasion/accuracy lol.
My only problem with this is they should have been more open about their plans, and if they didn't want to say anything then DON'T ROLL IT OUT TILL IT'S ALL READY. not this half baked update we are getting :/ with the promise of more (which we all know how long they take to update ***so...)
new 2hrs(1) were due out what? 8months ago?
tier3 merits were due out what? over 1yr ago?
ijdk
Cerberus.Meatster
Server: Cerberus
Game: FFXI
Posts: 85
By Cerberus.Meatster 2013-05-01 16:30:41
How many pages ago did this change into "I'm cool, you suck!" vs "No, I'm cool, YOU suck?" page 40, now they are flaming people who are actually sensable about this issue while blinded by the ragequit.
Also, "so drastically so fast" Matsui TOLD US he had it planned to have a tiered gear get system. Did we not forget this conversation? Trying to erase R/E/M? How the hell do you get coalition/Skirmish/Delve/anything entry level without R/E/M?
You can get those without R/E/M though :) Cool, still need "better" weapons to get "better" weapons. So yea, *** off with that ***. Or can i phrase something better for you to snappily reply in 1-3 line sentences?
Quote: Not really, oddly enough I actually stand to benefit greatly from these changes compared to before. Just calling it as I see it.
same here, less competition in dyna for Aegis. But then again, PLD will bandwagon sooner or later.
Already a idiot just for saying that word but Aegis is the most common relic in the game. Does saying other weapons are bandwagons help you feel better about not having them? Also dam you are mad son.
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2013-05-01 16:32:00
The one thing they've done right so far is being able to access storage from Rent-A-Rooms.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 16:33:23
The one thing they've done right so far is being able to access storage from Rent-A-Rooms. Fujito for president director!
Server: Fenrir
Game: FFXI
Posts: 3012
By Fenrir.Leoheart 2013-05-01 16:34:37
CEO :P
By skyehope928 2013-05-01 16:34:45
All I can say is I love my kannagi more than to just toss it I will still use it I am proud to have a level 90 kannagi and want to take it to 99
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Carbuncle.Shokox
Server: Carbuncle
Game: FFXI
Posts: 633
By Carbuncle.Shokox 2013-05-01 16:34:58
That doesn't even include the slew of complaints regarding the weapons themselves. My entire point is, when it comes to "major" relic complaints, SE comes through as best they can to please players (even if they take damn forever).
But this time they clearly intend to erase the concept of R/E/M and changed the fundamental game concept, so it's different.
The concept of R/E/M isn't being "erased", and the game concept is finally becoming a progressive gear grind like a modern MMO (instead of one set of great gear, and tons of sidegrades).
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 16:36:17
The concept of R/E/M isn't being "erased", and the game concept is finally becoming a progressive gear grind like a modern MMO (instead of one set of great gear, and tons of sidegrades). Just want to say people stayed in this game for 10 years instead than in others for a reason. Maybe that's what we want.
By Enuyasha 2013-05-01 16:39:22
The bad elements rage quit,the better,more dedicated elements reap the rewards. Plus, theres PLENT of RMTs paying hundreds of dollars to entertain the people who are waiting the end out. This is not the end of the game "yet" and people constantly complaining and prophesying "The End of An Era" for XI can just leave too. Because it makes no since to stay if you are just staying to sit in PJ waiting for that final R0.
Apparently you have no idea how MMORPG works. You just want the game to design the way you want. clearly this is your motive. As is the doomsayer propheies you are spinning out.
The way SE do this, I failed to see how would this work properly. I invested money and time in this game, and I don't want an insecure future with a dev telling me "Maybe we'll fix it, but we're not sure"
I wouldn't be as involved in this game if I don't know what's going to happen, I may just cancel my account and unlikely to come back if I leave long enough.
Why is it so hard to understand? It's just how managing MMORPG works, you don't want bad communication between players and dev. You don't want your most dedicated customer base to dislike your product, because it's unlikely to attract new customer anyways. Must kill you to know only a really small portion of people are going to truly delete accounts. Or, that the "dedicated customer base" doesnt care about weapons they probably never had anyway,or dont care about either way. Quite glad i dont have to make a bandwagnarok now,more currency for my Aegis and then my Gjallarhorn mule after that. Also, it must be HELLA uncomfortable to know that your little "it doesnt attract new players" outlook, is completely wrong. The "casuals" that are flooding this game to replace those who ragequit after a percentage change on crit hit rate are more than likely newer players. Many people are bored with neo-MMOs and return or pick up older,still running MMOs. Also, it helps to have "dedicated" players that spread the good word. If you only see negative options for the game, quit now. Save yourself another subscription fee and just do it. If the game goes down cause its not funded anymore, its been 11 years, it was bound to stop being profitable/supportable at some point. Whats kept me and others on here for so long, is that I/they like the game and wish to continue playing it. Those who left? Bandwagon fled the "sinking ship" because the game didnt interest them anymore. Follow them. Now. while you still have money.
Also, dudeface that quoted me with some snappy "your stewpid" line, when did Ragnarok become popular? Did anyone make a ragnarok to spam groundstrike/spinning slash back in the day? Resolution is a bandwagon weaponskill and Ragnarok as of late is a bandwagon weapon. Bandwagoning is bandwagoning no matter the form. People will bandwagon to PLD faster than anything once the good ole tried and true DD strategies crumble apart. And when i have my fully geared and updated PLD ready, ill be glad im out of dynamis/trials when people are walking all over each other for testimonies,relic shields,fragments,coins,and gear. I will be well glad for it.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-01 16:39:54
The one thing they've done right so far is being able to access storage from Rent-A-Rooms. Fujito for president director!
Producer.
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-01 16:40:31
That doesn't even include the slew of complaints regarding the weapons themselves. My entire point is, when it comes to "major" relic complaints, SE comes through as best they can to please players (even if they take damn forever).
But this time they clearly intend to erase the concept of R/E/M and changed the fundamental game concept, so it's different.
The concept of R/E/M isn't being "erased", and the game concept is finally becoming a progressive gear grind like a modern MMO (instead of one set of great gear, and tons of sidegrades).
It is erased if you want to have progressive gear grind that involves changing weapon slot.
I'm not sure why "it's better, because it worked in modern MMO" is being used over and over and over. Do you think managing an 10 years old MMO is like applying theory and math formula? No. Managing an MMO is like managing a brand. It's about communication and maintaining the emotional attachment, and you should avoid changing the main selling point if you already have a dedicated customer base, unless you've done a lot of work to communicate with your main customer base before doing so(and SE didn't).
Just because other MMO worked that way(and you liked it that way), doesn't mean FFXI doing the same would work, especially when Dev had no intention to communicate nor have clear vision to their plans.
I don't even know where's your blind faith coming from. All I see is, series of shitty execution by SE, and ppl blinding supporting them because "Thats WoW did, so it must be awesome if FFXI is like that."
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Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 16:46:30
It is erased if you want to have progressive gear grind that involves changing weapon slot.
I'm not sure why "it's better, because it worked in modern MMO" is being used over and over and over. Do you think managing an 10 years old MMO is like applying theory and math formula? No. Managing an MMO is like managing a brand. It's about communication and maintaining the emotional attachment, and you should avoid changing the main selling point if you already have a dedicated customer base, unless you've done a lot of work to communicate with your main customer base before doing so(and SE didn't).
Just because other MMO worked that way(and you liked it that way), doesn't mean FFXI doing the same would work, especially when Dev had no intention to communicate nor have clear vision to their plans.
I don't even know where's your blind faith coming from. All I see is, series of shitty execution by SE, and ppl blinding supporting them because "Thats WoW did, so it must be awesome if FFXI is like that." The inverse argument is being given here ad nauseum. "Thats how WoW did, so it must be awesome horrible if FFXI is like that."
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By ScaevolaBahamut 2013-05-01 16:54:19
It is erased if you want to have progressive gear grind that involves changing weapon slot.
I'm not sure why "it's better, because it worked in modern MMO" is being used over and over and over. Do you think managing an 10 years old MMO is like applying theory and math formula? No. Managing an MMO is like managing a brand. It's about communication and maintaining the emotional attachment, and you should avoid changing the main selling point if you already have a dedicated customer base, unless you've done a lot of work to communicate with your main customer base before doing so(and SE didn't).
Just because other MMO worked that way(and you liked it that way), doesn't mean FFXI doing the same would work, especially when Dev had no intention to communicate nor have clear vision to their plans.
I don't even know where's your blind faith coming from. All I see is, series of shitty execution by SE, and ppl blinding supporting them because "Thats WoW did, so it must be awesome if FFXI is like that." The inverse argument is being given here ad nauseum. "Thats how WoW did, so it must be awesome horrible if FFXI is like that."
not exactly
"that's how wow did it, so if it's what I wanted out of an mmo I could play either wow or the half-dozen competent mmos that have already copied the model"
Carbuncle.Shokox
Server: Carbuncle
Game: FFXI
Posts: 633
By Carbuncle.Shokox 2013-05-01 16:55:49
That doesn't even include the slew of complaints regarding the weapons themselves. My entire point is, when it comes to "major" relic complaints, SE comes through as best they can to please players (even if they take damn forever).
But this time they clearly intend to erase the concept of R/E/M and changed the fundamental game concept, so it's different.
The concept of R/E/M isn't being "erased", and the game concept is finally becoming a progressive gear grind like a modern MMO (instead of one set of great gear, and tons of sidegrades).
It is erased if you want to have progressive gear grind that involves changing weapon slot.
I'm not sure why "it's better, because it worked in modern MMO" is being used over and over and over. Do you think managing an 10 years old MMO is like applying theory and math formula? No. Managing an MMO is like managing a brand. It's about communication and maintaining the emotional attachment, and you should avoid changing the main selling point if you already have a dedicated customer base, unless you've done a lot of work to communicate with your main customer base before doing so(and SE didn't).
Just because other MMO worked that way(and you liked it that way), doesn't mean FFXI doing the same would work, especially when Dev had no intention to communicate nor have clear vision to their plans.
I don't even know where's your blind faith coming from. All I see is, series of shitty execution by SE, and ppl blinding supporting them because "Thats WoW did, so it must be awesome if FFXI is like that."
I never once stated that it's better or not, only that it's happening. While you make smart statements on how an MMO works, those sentiments should be directed towards SE, a Japanese video game producer who developed this game on different pretenses from a typical MMO. I mean, it took them 7+ years to even open "direct" lines to communication with it's players.
I'm sorry you got the idea of me being a blind fanboy of XI. I've quit multiple times over the years and had my own personal problems with the game (and company). I've also enjoyed playing the game over the years. I only ever argue with a neutral stance when it comes to this game, whilst trying to point out the obvious.
I believe Matsui will do much better because he loves multiple versions of MMOs outside of FFXI/XIV, and its good that he seeks to incorporate the ideas from other games.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-01 17:00:10
The concept has already been deemed wholly unworkable and a failure within a week of its introduction. I get that this model is strange for this game in particular, but there's enough knee-jerking going on here to diagnose this thread with Parkinson's.
Shokox. Babies, have mine.
Quetzalcoatl.Avengers
Server: Quetzalcoatl
Game: FFXI
Posts: 221
By Quetzalcoatl.Avengers 2013-05-01 17:01:40
It doesn't matter if they try to change to a "progression" style of game play, it's not going to get them more people.
Face it, in general, no one does full alliance based content anymore other than voidwatch and what the few end game LSes per server do. A lot of it now is made up of small parties and groups, alliance stuff ended a long time ago.
Putting in progression armor/weapon on a game that is 10+ years old will not attract new players. Face it, there are new and "prettier" things out for the general population to get interested it. At 10 years old, the only thing selling this game, is the name. By them changing it, like people have mentioned before, is only going to alienate the people who play and will cause a chunk of people to quit. There's no sense in tearing out the soul that made this game so damn special.
By Enuyasha 2013-05-01 17:01:47
The concept has already been deemed wholly unworkable and a failure within a week of it's introduction. I get that this model is strange for this game in particular, but there's enough knee-jerking going on here to diagnose this thread with Parkinson's. Thread needs to be locked, just like every other "complain about anything" game system threads.
Carbuncle.Darktrance
Server: Carbuncle
Game: FFXI
Posts: 203
By Carbuncle.Darktrance 2013-05-01 17:01:59
They could just let you trade your relic for relic augment to augment existing content. Like instead of adding a stone that does ____ they could give you a relic augment that gives you the flavor with the higher stat.
Maybe even let you put multiple relic/mythic/empy augments on a single item. Like.... a Liberator/Apocalypse Scythe that grants the bonuses of each at the higher DPS of the new content.
(hides behind counter to avoid tomatoes being thrown)
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-01 17:04:56
Thread needs to be locked, just like every other "complain about anything" game system threads. Thread was fine until you came in actually.
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Asura.Vishna
Server: Asura
Game: FFXI
Posts: 29
By Asura.Vishna 2013-05-01 17:05:31
Leviathan.Kincard said: »why are there still no Matsui meme images
where are our photoshop masters
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-01 17:06:10
Quetzalcoatl.Avengers said: »It doesn't matter if they try to change to a "progression" style of game play, it's not going to get them more people.
Face it, in general, no one does full alliance based content anymore other than voidwatch and what the few end game LSes per server do. A lot of it now is made up of small parties and groups, alliance stuff ended a long time ago.
Putting in progression armor/weapon on a game that is 10+ years old will not attract new players. Face it, there are new and "prettier" things out for the general population to get interested it. At 10 years old, the only thing selling this game, is the name. By them changing it, like people have mentioned before, is only going to alienate the people who play and will cause a chunk of people to quit. There's no sense in tearing out the soul that made this game so damn special.
What is this soul you are talking about?
I feel that when SE introduced abyssea, they game changed a considerable amount. Personally I didn't like the change but it was one that was made.
Although SE is borrowing ideas wont necessarily change what you claim is so special about ffxi.
By Enuyasha 2013-05-01 17:06:46
Thread needs to be locked, just like every other "complain about anything" game system threads. Thread was fine until you came in actually. til the aura of "MY WEAPON IS USELESS" required me to respond. Go hassle someone else.
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-01 17:07:07
i think my ukon should get Additional Effect: Mighty Strikes
By Enuyasha 2013-05-01 17:07:54
i think my ukon should get Additional Effect: Mighty Strikes They might need ideas like these on the official forums at this point: GOGOGO!
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-01 17:09:20
til the aura of "MY WEAPON IS USELESS" required me to respond. Go hassle someone else. I've noticed two types of people in these threads, primarily.
Type 1: Has some relics. Does endgame. Is concerned, primarily, about the future of the game. They may be a little put out that their relic isn't best, but their main concern is that the game they've enjoyed for so long is changing in a manner that may make it no longer enjoyable.
Type 2: Does not have relics. Does not do endgame. Does not read carefully. Assumes all Type 1 people are just upset their weapon was outdated, despite it being stated otherwise about twice a page.
Guess which type you are, champ.
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-01 17:09:37
Must kill you to know only a really small portion of people are going to truly delete accounts. Or, that the "dedicated customer base" doesnt care about weapons they probably never had anyway,or dont care about either way. rQuite glad i dont have to make a bandwagnarok now,more currency for my Aegis and then my Gjallarhorn mule after that. Also, it must be HELLA uncomfortable to know that your little "it doesnt attract new players" outlook, is completely wrong. The "casuals" that are flooding this game to replace those who ragequit after a percentage change on crit hit rate are more than likely newer players. Many people are bored with neo-MMOs and return or pick up older,still running MMOs. Also, it helps to have "dedicated" players that spread the good word. If you only see negative options for the game, quit now. Save yourself another subscription fee and just do it. If the game goes down cause its not funded anymore, its been 11 years, it was bound to stop being profitable/supportable at some point. Whats kept me and others on here for so long, is that I/they like the game and wish to continue playing it. Those who left? Bandwagon fled the "sinking ship" because the game didnt interest them anymore. Follow them. Now. while you still have money.
My main LS is a casual LS, and it's full of brand new/returning players even before SoA release, and I've seen enough new/returning players. FFXI needs "involvement" from players to make stable profit. Most, at least 85% of new/returning player never turn into dedicated player from my experience. Most of them just come and go as they please, and never really get "into" the game, nor pay for double account. And they most likely will leave for 14. While those players that's "involved", often pay for more accounts, and rarely take a break. So returning/new players in my LS never increase in numbers, because 1 came in and another one left. And it's hard to static/do event with them either, because they're just not involved.
If you're running a MMORPG company, would you rather please those new/returning player that may leave after 1~2 months of SoA release, or leave after FFXIV:ARR, by pissing off those paying double or triple account? Or would you rather keep those paying double/triple account and don't cancel easily around?
Those come and go players, whether you make R/E/M on top or not, they will still quit because they're not involved. They won't stick around just because R/E/M no longer on top.
You said you liked this game, but asked me to leave. Ok, so if I leave, with everyone else that also loved the game and paying multiple account. Now FFXI mostly has come and go players taking a break every 2 months(thus unable to static anything), is it really what you want?
Quite glad i dont have to make a bandwagnarok now,more currency for my Aegis and then my Gjallarhorn mule after that.
Lol.
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Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-01 17:12:03
i will agree that at this point the discussion has already pretty much hit every point possible, so can we start making more meme images already
bonus points to people that post them on OF and get banned
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 |
|
|
|
|
14 |
|
Delve (NM group 2) |
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13 |
|
|
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New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
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|
10 |
|
|
|
|
9 |
|
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New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
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4 |
|
|
|
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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