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Matsui: "Don't throw away your R/M/E weapons yet"
By volkom 2013-05-02 02:32:23
pdf source
here
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-02 02:35:17
Wonder what happened after 2010 lol.
By volkom 2013-05-02 02:35:49
It wasn't in the report. I can do a bit more digging though
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-02 02:37:12
The other 2 seem constant (maybe growing slightly) but HD gaming really took a hit there.
Fenrir.Sylow
Server: Fenrir
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Posts: 6862
By Fenrir.Sylow 2013-05-02 02:41:42
Bismarck.Josiahkf said: »it's like HD gaming growth is consistent but maybe they had a smash game release in that year, why it boosted so much for a short time
2010 - FFXIII
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-02 02:42:40
That seems more accurate.
It would be worth looking into their costs as well.
By volkom 2013-05-02 02:43:20
from the wikipedia list~
2010 had a lot of popular games~
here
By volkom 2013-05-02 02:43:46
Bismarck.Josiahkf said: »it's like HD gaming growth is consistent but maybe they had a smash game release in that year, why it boosted so much for a short time
2010 - FFXIII
and black ops
Ragnarok.Eriina
Server: Ragnarok
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Posts: 294
By Ragnarok.Eriina 2013-05-02 02:46:36
Ok thanks very much^^ this is a bit more in line with what I expected. I don't doubt they are having some troubles financially and never meant to imply they weren't. Just skeptical that 'most' of their revenue is coming from this game, (as some posters are trying to get away with implying).
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Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-02 02:46:57
Yeah, def black ops.
They look like a giant to me.
Siren.Pippy
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Posts: 3
By Siren.Pippy 2013-05-02 02:56:28
Looking at net sales doesn't really tell the entire story as everything is offset by costs, the fact is SE's AAA console titles have had their sales fall well below expectations and many of them such as Sleeping Dogs and Tomb Raider aren't expected to even break even for quite some time. FFXI on the other hand has a lot lower development costs and since the server infrastructure has long since been paid for, anything they make right now is pure profit.
Server: Shiva
Game: FFXI
Posts: 53
By Shiva.Alistaire 2013-05-02 03:10:01
My hamster predicts that everything is going to be okay.
Just relax guys.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-02 03:19:35
Just stating this here and now dibs on Odin Fenrir Ragnarok for server merge buddies
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-02 03:28:06
*** im on this server sorry guys we gettin asura
By duos 2013-05-02 03:33:24
99 empy/relic shall grant me a free server transfer and race change.
Edit: add to that life-time supply of food
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-02 03:40:08
Quote: Just skeptical that 'most' of their revenue is coming from this game, (as some posters are trying to get away with implying).
IIRC XI is obviously not the game getting them the most yearly revenue but I do believe it's the most profitable game the company has ever made. Too lazy to look for the info though, so you'll have to take my word for it.
I don't think that's too hard to believe when you consider that they finished paying the dev costs off in like 2004.
Ragnarok.Appie
Server: Ragnarok
Game: FFXI
Posts: 22
By Ragnarok.Appie 2013-05-02 04:05:03
Leviathan.Kincard said: »Quote: Just skeptical that 'most' of their revenue is coming from this game, (as some posters are trying to get away with implying).
IIRC XI is obviously not the game getting them the most yearly revenue but I do believe it's the most profitable game the company has ever made. Too lazy to look for the info though, so you'll have to take my word for it.
I don't think that's too hard to believe when you consider that they finished paying the dev costs off in like 2004. To add on this: server merges and therefor lowered server cost while maintaining a $12.95 fee. Reduced staff working on this game over the years (and even in this post in the OP Matsui is bitching about lack on manpower at this time to work on the idea).
Weren't the latest numbers of accounts still playing FFXI like 300k? That's almost 4 million dollars in revenue each month. I don't think server costs and paying the salaries of Matsui's team come even close to that 4 million each month. FFXI has been awesome profit for SE for years.
By skyehope928 2013-05-02 05:02:32
Se needs to do something increase base damage on my kannagi or I will be pissed
By skyehope928 2013-05-02 05:03:44
Se dont u bring noobs up to my level or pass it with non rme users this is crap thank you very much
Server: Leviathan
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Posts: 6052
By Leviathan.Comeatmebro 2013-05-02 05:04:13
skyehope928 said: 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
if you enjoy it, why does it matter what they do
and 90 emps are still noob status to a large portion of the playerbase
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-02 05:13:34
Game developing isn't a democratic process. The plans for the game are becoming more and more clear, especially with this last update. Customer input only goes so far, especially with a company as stubborn as SE. RME holders will get their crumb thrown to them eventually, but there appears to be little room for old gear in this new content.
That's how FFXIV failed ;x
Customer input may not always be the best way to go, but if you pissed off large amount of player like this, on top of erasing one concept that made FFXI interesting for years, you're just getting less subs, period.
I agree that dev should enforce their vision, but they should only do it if it won't do a lot of dmg to current customer base.
Leviathan.Comeatmebro said: »skyehope928 said: 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
if you enjoy it, why does it matter what they do
and 90 emps are still noob status to a large portion of the playerbase
I enjoy using unique WS in a bad *** looking unique weapon, but I don't enjoy being gimp. If an AH weapon is better than bad *** looking unique weapon, I'd use AH weapon and not very happy that I can't use bad *** unique weapon. I don't see a reason to use R/E/M anymore no matter how you love it.
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By Leviathan.Comeatmebro 2013-05-02 05:16:03
doesn't help that delve nms are just copies of existing mobs with stats ramped up to obscene levels
rotating more brds is tedious and #-demanding, not challenging and exciting
if they had the manpower to create some new fights, i'd feel better about them changing their entire model
(i was just pointing out that a mere 12 hours ago she was fine with it, and now shes whining like every other 90 emp owner)
By skyehope928 2013-05-02 05:22:46
Tbh I have mixed feelings
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-02 05:23:53
As someone who doesn't follow financial news very closely, I'm curious how exaggerated the claims that (paraphrase) 'the only thing keeping SE afloat right now is ffxi'.
They own a great many properties across a variety of media. I can't imagine this one MMO is 'holding it all together'. If anyone has a report showing their earnings and what % of that comes from ffxi that would either shut me up or shut the people making these claims up, I'd be happy to see it.
It's exaggerated, FFXI doesn't mean a thing to them, if they shut down FFXI it doesn't make a difference. That's why they think it's ok to piss off R/E/M owners.
Except it would affect FFXIV and any future MMORPG. And THAT makes a difference.
By volkom 2013-05-02 05:41:14
just be patient~
r/m/e weapons will be back on top before you know it
By macsdf1 2013-05-02 06:29:02
Se dont u bring noobs up to my level or pass it with non rme users this is crap thank you very much
If you weren't a noob you would already have a new super katana instead of complaining!
I got 99 rag and ukon and mythic gkt
today I got my 231 dmg gaxe, nother day or two I'll have my 192 dmg gkt to go with it. Do a little work and get em while their hot, then see what they do to rems before you complain more.
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Leviathan.Torvin
Server: Leviathan
Game: FFXI
Posts: 58
By Leviathan.Torvin 2013-05-02 06:33:42
Leviathan.Kincard said: »Quote: Just skeptical that 'most' of their revenue is coming from this game, (as some posters are trying to get away with implying).
IIRC XI is obviously not the game getting them the most yearly revenue but I do believe it's the most profitable game the company has ever made. Too lazy to look for the info though, so you'll have to take my word for it.
I don't think that's too hard to believe when you consider that they finished paying the dev costs off in like 2004. To add on this: server merges and therefor lowered server cost while maintaining a $12.95 fee. Reduced staff working on this game over the years (and even in this post in the OP Matsui is bitching about lack on manpower at this time to work on the idea).
Weren't the latest numbers of accounts still playing FFXI like 300k? That's almost 4 million dollars in revenue each month. I don't think server costs and paying the salaries of Matsui's team come even close to that 4 million each month. FFXI has been awesome profit for SE for years.
Last years total sales for SE were approximately 1.2 billion US dollars with about 500 million in profit. Last verified number of players i could find was in 2006 with 300k. That was before the server merges so I suspect the number is probably less than half that now. Comes out to between 2-3 million a month but could be as low as 1 mil a month, so 12-36 million a year sales from the game. Cant say what the overhead cost for any game is but they are still running the regional teams as well as their development staff. Based on their balance sheet though, I doubt they will ever let the profit off the game drop below 40% though so the game might be generating between 5-15 millionish a year profit. So 1-3% of their total profit.
Bismarck.Altar
Server: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2013-05-02 06:39:54
Last years total sales for SE were approximately 1.2 billion US dollars with about 500 million in profit. Last verified number of players i could find was in 2006 with 300k. That was before the server merges so I suspect the number is probably less than half that now. Comes out to between 2-3 million a month but could be as low as 1 mil a month, so 12-36 million a year sales from the game. Cant say what the overhead cost for any game is but they are still running the regional teams as well as their development staff. Based on their balance sheet though, I doubt they will ever let the profit off the game drop below 40% though so the game might be generating between 5-15 millionish a year profit. So 1-3% of their total profit.
dunno where youre pulling your numbers from, but...
http://www.hd.square-enix.com/eng/ir/finance/ps.html
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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