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Matsui: "Don't throw away your R/M/E weapons yet"
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-03 16:49:18
I got temp banned for calling Yinnyth a moron and posting a picture from "Mean Girls" That's so fetch.
It's like you instinctively knew what picture I posted!
Asura.Vishna
Server: Asura
Game: FFXI
Posts: 29
By Asura.Vishna 2013-05-03 16:54:16
I don't know if anybody, especially SE, has realized what is happening now, is almost exactly what has happened to FFXIV after it's initial release:
1 - People are not paying and supporting this, and are cancelling their accounts
2 - People are consistantly talking about cancelling their accounts, or are in the thought process that if things don't improve, they are going to cancel their account.
3 - Lots of bad opinions from the fanbase. Eventually this can get onto video game publications and websites, which will only increase bad publicity about SE's diminishing reputation as a company.
4 - You still got some, but not many, thinking this is a good idea. Everybody is welcome to their opinion, and if you like it, you like it. But if just as many people like it as much as people liked the original FFXIV, then obviously the future doesn't look good.
So if they are experiencing a bout of Deja Vu at the offices of SE, there's a really good reason. Cause it's not that far off.
Hey, if this game goes free for a year+, then whatever.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-03 16:56:46
I always imagined that when the time comes they would just shut down the game rather than making it f2p.
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-03 16:59:06
I got temp banned for calling Yinnyth a moron and posting a picture from "Mean Girls"
But what I find funny is that nothing I said was offensive, derogatory, nor inflammatory.
If I knew a way to appeal it, I'd do it just for shiggles.
To be fair, most popular forums don't permit the open discussion of removed posts. Most of that majority don't permit you to even bring it up to a mod. A mod deleted it and taht is that.
I wanted to say something snarky about the unfortunate "technical difficulties" that only affected players critical of them, but I'd rather keep my account, for now.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-03 17:01:32
69 pages and if im not mistaken we havent had mention of the holocaust yet well till now...
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-03 17:01:44
I got temp banned for calling Yinnyth a moron and posting a picture from "Mean Girls"
But what I find funny is that nothing I said was offensive, derogatory, nor inflammatory.
If I knew a way to appeal it, I'd do it just for shiggles.
To be fair, most popular forums don't permit the open discussion of removed posts. Most of that majority don't permit you to even bring it up to a mod. A mod deleted it and taht is that.
I wanted to say something snarky about the unfortunate "technical difficulties" that only affected players critical of them, but I'd rather keep my account, for now.
Why the other two posts? I have a feeling they are just blindly removing anything with names in them, like Tanaka or Matsui. Only thing I see between them, but as to why, I don't know.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-03 17:03:44
I don't know if anybody, especially SE, has realized what is happening now, is almost exactly what has happened to FFXIV after it's initial release:
1 - People are not paying and supporting this, and are cancelling their accounts
2 - People are consistantly talking about cancelling their accounts, or are in the thought process that if things don't improve, they are going to cancel their account.
3 - Lots of bad opinions from the fanbase. Eventually this can get onto video game publications and websites, which will only increase bad publicity about SE's diminishing reputation as a company.
4 - You still got some, but not many, thinking this is a good idea. Everybody is welcome to their opinion, and if you like it, you like it. But if just as many people like it as much as people liked the original FFXIV, then obviously the future doesn't look good.
So if they are experiencing a bout of Deja Vu at the offices of SE, there's a really good reason. Cause it's not that far off.
Hey, if this game goes free for a year+, then whatever. Forums are probably a poor representation of the game population as a whole. People also like to talk big in public, but I see many of them continuing with the gear grind despite their protests. You're also discounting subscriptions from returning players curious what all the hullaboloo is about.
The gloom and doom scenarios are getting trite.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-03 17:05:27
69 pages and if im not mistaken we havent had mention of the holocaust yet well till now... Someone posted a picture trying to compare Nazi rule to SE business practices, but I didn't think to quote it before he/she removed it :(
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-03 17:06:36
69 pages and if im not mistaken we havent had mention of the holocaust yet well till now...
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-03 17:06:54
still impressive
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-03 17:07:17
You'd think with them losing subscribers left and right, they'd try not to take action on anyone for petty reasons.
Someone go just post "Akihiko Matsui" and see if they get it removed. lol
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-03 17:09:38
Forums are probably a poor representation of the game population as a whole. People also like to talk big in public, but I see many of them continuing with the gear grind despite their protests. You're also discounting subscriptions from returning players curious what all the hullaboloo is about.
The gloom and doom scenarios are getting trite.
^ It's hard to let it go, that's for sure.
There's nothing I look forward to in game atm, but I love the pixels...? I won't win this argument alone, nor will any other one person, nor will any 10, or any 1000, especially when there's the increasingly-believable possibility they just doing give a f*** about this game because FOURTEEN IS SALVATION OVERDID IT WITH STRIKETHROUGH, EXCITED, AND NOW CAPSLOCK IS STUCK.
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-03 17:12:18
You know, has anyone ever thought about SE sabotaging FFXI so they can boost population on 14 so they can stop running XI servers?
Siren.Barber
Server: Siren
Game: FFXI
Posts: 289
By Siren.Barber 2013-05-03 17:12:59
People are always resistant to change even if it is needed. I was upset about weapons at first but the bottom line is I took a 17 month break, came back at christmas, and was already out of stuff to do. Now my spreadsheet is full of new toys I want to get my hands on.
Last night in a delve fight one of the pickup melees was wearing an optical hat. That was not ok with me. Then I realized I knew people that had relics that were as old as optical hats. Its time for something new. The whole game had become botting to buy more relics. Im less focused on fairness and more on fun.
The game is full of things that can nullify your efforts. Ranger nerf. Two handed adjustment. Dark 2h nerf. The list hoes on and on. We can go back to only one objective or we can have a game of new hotness. Im at least going to give it a chance.
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-03 17:13:09
You know, has anyone ever thought about SE sabotaging FFXI so they can boost population on 14 so they can stop running XI servers?
Yes, we already made fun of those people, tho.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-03 17:14:46
I specifically posted "I don't like Matsui's response". It's not like you can't name them or criticize them, just don't be a smartass and they won't ban you.
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-03 17:15:01
meanwhile in the midwest a hillbilly bangin his goat is the more satisfied man at this moment....
[+]
Valefor.Omnys
Server: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-05-03 17:16:56
meanwhile in the midwest a hillbilly bangin his goat is the more satisfied man at this moment....
There was that chap curious if he could milk a male cow a pages back...
Aha!
I have to ask, can male cows be milked? lol.. I always thought that all cows were female and male cows were called Bulls?
I most likely sound like a 1st grader but ... lol
[+]
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-03 17:18:15
Bestiality. This is the best thread EVAR
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-03 17:19:03
Lets stay on topic. I want to see if this thread can hit 100 pages without me having to lock it.
[+]
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-03 17:20:42
Bestiality. This is the best thread EVAR
sorry all my rational thoughts got broken ive asked the dev team to fix them
By Blazed1979 2013-05-03 17:23:29
meanwhile in the midwest a hillbilly bangin his goat is the more satisfied man at this moment....
There was that chap curious if he could milk a male cow a pages back...
Aha!
I have to ask, can male cows be milked? lol.. I always thought that all cows were female and male cows were called Bulls?
I most likely sound like a 1st grader but ... lol Hi :)
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-03 17:24:12
Lets stay on topic. I want to see if this thread can hit 100 pages without me having to lock it.
Want us to talk about soda again?
I wonder what Matsui's fave soda is.
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-03 17:25:10
Lets stay on topic. I want to see if this thread can hit 100 pages without me having to lock it.
Want us to talk about soda again?
I wonder what Matsui's fave soda is.
As long as Matsui is responsible, yes.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-03 17:26:11
Matsui would just say soda gave him bellyache.
Cerberus.Pleebo
Server: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-03 17:26:46
It would be bad for his developing ulcers.
Lakshmi.Aelius
VIP
Server: Lakshmi
Game: FFXI
By Lakshmi.Aelius 2013-05-03 17:28:12
It would be bad for his developing ulcers.
Is he saying that the overpowered weapons are really his ulcers and that the ulcers were so overpowering from the soda?
Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-03 17:28:15
no he would increase the caffeine and sugar a disgusting amount and then dodge questions
[+]
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-03 17:29:21
"I do not have a favorite soda, but I will seek one, maybe I will find one."
[+]
By Blazed1979 2013-05-03 17:30:48
My shell has had 60+ members on at times. Never less than 25.
Since update, the most I've seen is 16.
Most are on my friendlist and most seem to be offline.
but then again, what would I know - I log on for 2 minutes, say hi, then afk in front of AH for days.
On topic/off topic: Dr. Pepper
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
|
Delve (Boss monsters) |
|
|
19 |
|
|
|
|
18 |
|
|
|
|
17 |
|
|
|
New Additions to Wildskeeper Reives |
16 |
|
|
|
|
15 |
|
|
|
|
14 |
|
Delve (NM group 2) |
|
|
13 |
|
|
|
New additions to Skirmish |
12 |
|
|
|
|
11 |
|
Delve (NM group 1) |
|
|
10 |
|
|
|
|
9 |
|
|
|
New additions to Colonization/Lair Reives |
8 |
|
|
|
7 |
|
Wildskeeper Reives |
|
6 |
|
Skirmish |
|
5 |
|
Colonization/Lair Reives |
|
|
4 |
|
|
|
3 |
|
|
|
2 |
|
|
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1 |
|
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|
Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
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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