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Matsui: "Don't throw away your R/M/E weapons yet"
By Lye 2013-05-04 01:35:37
Leviathan.Comeatmebro said: »You are the designer of an mmo and you want to make exciting and difficult new content.
yet to see this exciting and difficult content
just old mobs with obscene stats
brd rotation xi
Hasn't lost YOUR interest yet.....
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By Leviathan.Comeatmebro 2013-05-04 01:38:02
Hasn't lost YOUR interest yet..... I go because my linkshell wants to go, mostly. I don't enjoy having to play every character I can log on and do unreasonable amounts of buff rotating to get content down.
If the mobs had new TP moves, new battle concepts, etc, I would be much more positive about Delve. The hardest part of these is assembling enough people with the appropriate gear and rotating buffers, the fight strategy is nonexistant.
Valefor.Omnys
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By Valefor.Omnys 2013-05-04 01:38:20
Leviathan.Kincard said: »it would seem equally HELP I AM TRAPPED IN 2006 PLEASE SEND A TIME MACHINE to have a weapon that already costs 100M+ have even more stacked on top of it in order to compete with weapons that people have obtained within 2 days of patch day and like 8 upgrade levels in a week
Relics cost about that, or did before recent crashing.
Some more, some less, depending on how many T. Whiteshells were involved.
They cost the same years ago, but 100m was a lot more years ago.
Anyway, and then people had to buy/obtain 5 marrows, and then 250 after that.
In short, SE doesn't care what you did in the past.
By Lye 2013-05-04 01:40:06
Leviathan.Comeatmebro said: »Hasn't lost YOUR interest yet..... I go because my linkshell wants to go, mostly. I don't enjoy having to play every character I can log on and do unreasonable amounts of buff rotating to get content down.
If the mobs had new TP moves, new battle concepts, etc, I would be much more positive about Delve. The hardest part of these is assembling enough people with the appropriate gear and rotating buffers, the fight strategy is nonexistant.
SE's never going to make a *** just the right size/texture/temperature/color/flavor for you dude.
Get over it?
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By Leviathan.Comeatmebro 2013-05-04 01:41:11
my apologies for voicing an opinion on the new content in a discussion about the new content
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By Sylph.Mirvana 2013-05-04 01:41:56
2) You've already pandered to the most self-entitled mmo player-base by allowing precious 1's and 0's to be upgraded up until this point.
I fail to see how retaining your player-base with not making the effort they've already invested be completely meaningless a "pandering".
I suggest looking up a word and understanding its meaning before spouting it out meaninglessly.
By Lye 2013-05-04 01:42:13
Leviathan.Comeatmebro said: »I DON'T LIKE THIS NEW CONTENT
K.
By Lye 2013-05-04 01:45:01
2) You've already pandered to the most self-entitled mmo player-base by allowing precious 1's and 0's to be upgraded up until this point.
I fail to see how retaining your player-base with not making the effort they've already invested be completely meaningless a "pandering".
I suggest looking up a word and understanding its meaning before spouting it out meaninglessly.
By "with" you mean "by."
It's a matter of opinion. We disagree. They didn't HAVE to upgrade anything.
I'm not saying you should grateful. I'm saying it was nice but the fact you expect it shows that there's more energy in this than 11.99/month is worth.
By Celll 2013-05-04 01:45:03
You see these as the most powerful and yet they're not.
Please do explain how you plan to keep up with a weapon with nearly double the damage of your current one?
The above post cited weapons obtained within 2 days of the update. The weapons obtained at this point are not the best in the game. It is a fact.
=====================================
As to your request, flip the tables for one minute:
1) You are the designer of an mmo and you want to make exciting and difficult new content. Content that requires better gear.
2) You've already pandered to the most self-entitled mmo player-base by allowing precious 1's and 0's to be upgraded up until this point.
Pandered? If i recall correctly we pay them a monthly fee, not the other way around.
I see your points. But basically telling the older player base to F-off is not a great plan to keep them coming back for more.
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By Sylph.Mirvana 2013-05-04 01:49:38
"With" and "by" are interchangeable in that context.
And you're right. It is a matter of opinion. Mine's simply supported by logic and smart business decisions, whereas yours is pulled out of your *** for the sake of sounding contrary.
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By Leviathan.Comeatmebro 2013-05-04 01:50:04
I don't like this new content BECAUSE
-The models, TP moves, attack speed, and battle flow are largely identical to any other monster.
-The defense/evasion are scaled to the point that you need to rotate BRDs and CORs to have viable damage. Rotating BRD isn't a new concept, but it's never before been required to kill something. The alliance structure of the game makes it annoying to do, especially if half the BRDs are mules being dualboxed(which is usually the case, since most players with the gil to make daur99 and gjall99 would rather do it on a mule than their relic dd char).
-The rage timer is prohibitive to any strategy but overbuffing and melee zerging. Some of the higher tier NMs are nearly impossible to kill before rage, even then.
-Even when raged, the monsters have very little offensive capability. I died pulling Mastop to the zoneline on the first day, and was able to tank it for 5 minutes while weakened. My PLD is rarely used and has minimal gearswaps and no amazing gear.
-When raged, damage is drastically slowed. However, there are damage sources that work well anyway. If you're fighting a raged Delve NM, you damn well better be on SAM/THF, SMN, or COR. It blocks out many jobs.
-The adjustments to enmity allow for very easy hate maintenance. You don't have to worry about pulling hate at all if you utilize dirge and animus minuo. Your paladin can be *** naked with an ochain, sub war, and voke/flash at timer and they'll still be a suitable tank.
In short, I don't see any intelligent design that has gone into these. They simply took older mobs, ramped up the stats until they gave them difficulty, and called it new content. They probably realized that nobody would have trouble killing them, which is why they added the rage timers.
[+]
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By Fenrir.Terminus 2013-05-04 01:50:44
"With" and "by" are interchangeable in that context.
And you're right. It is a matter of opinion. Mine's simply supported by logic and smart business decisions, whereas yours is pulled out of your *** for the sake of sounding contrary.
Careful. You know you're about to lose an internet argument when people start attacking grammar.
By Lye 2013-05-04 01:54:08
I don't see it as an "F-off."
I know you do and I know many share your feelings.
By Lye 2013-05-04 01:58:57
"With" and "by" are interchangeable in that context.
And you're right. It is a matter of opinion. Mine's simply supported by logic and smart business decisions, whereas yours is pulled out of your *** for the sake of sounding contrary.
No. "With" would be acceptable if you were speaking but is not acceptable in writing. Especially given: player-base with not making When you use a negative form of a verb phrase, you use "by" in written English.
As for the rest of your comment, you are beyond approaching this in a level-headed, objective manner. Have a good night.
Leviathan.Kincard
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By Leviathan.Kincard 2013-05-04 02:01:39
oh look, lye dismissing others with not being objective when he obviously has a slant of his own he is not willing to budge on
what a *** surprise
By Lye 2013-05-04 02:05:03
Wait, I'm willing to roll with what SE's got in mind because I don't know the 2013 gameplan.
But I'M "unwilling to budge?"
I get that my opinion is unpopular but set aside your feelings for a moment.
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By Sylph.Mirvana 2013-05-04 02:07:56
player-base with not making
"Without" would like a word with you.
As for the rest of your comment, you are beyond approaching this in a level-headed, objective manner. Have a good night.
"Nuh-uh!" is not a successful rebuttal. Please try again.
People are willing to wait and see what happens, just far less excited than you to spend their money for free information.
[+]
By Lye 2013-05-04 02:14:47
player-base with not making
"Without" would like a word with you.
As for the rest of your comment, you are beyond approaching this in a level-headed, objective manner. Have a good night.
"Nuh-uh!" is not a successful rebuttal. Please try again.
"Without" would have worked. But don't pretend your 7th grade English teacher wouldn't have circled " with not making" with a big red marker.
As to the rest, we're done. We disagree. You arrived at your conclusion a priori. There's nothing to discuss.
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By Sylph.Mirvana 2013-05-04 02:20:59
I saw that edit.
By Lye 2013-05-04 02:21:37
Which? I'm no poet. I often edit for clarity. I've edited this post three times already!
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By Sylph.Mirvana 2013-05-04 02:27:50
Also, my opinions are not a priori. The stat values on the newest weapons have been tested against current RME99s and are ahead in practically every scenario.
Phoenix.Icebus
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By Phoenix.Icebus 2013-05-04 02:30:24
Also, my opinions are not a priori. The stat values on the newest weapons have been tested against current RME99s and are ahead in practically every scenario. And the problem with that is?
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By Sylph.Mirvana 2013-05-04 02:34:13
Never said it was a problem. I was refuting Lye's earlier comment about them not being the best, when they've been clearly tested to be such.
I'm all for more powerful gear being added.
I'm NOT for handling it in a manner than has a large portion of the playerbase uneasy and feeling like they're being purposely left in the dark.
[+]
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By Leviathan.Comeatmebro 2013-05-04 02:38:12
lye said the weapons from these arent the best, he didnt say relics were better
(the crafted ones and hq naakual ones are the best)
[+]
By Lye 2013-05-04 02:48:46
Also, my opinions are not a priori. The stat values on the newest weapons have been tested against current RME99s and are ahead in practically every scenario.
That's not the conclusion I'm referring to.
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By Sylph.Mirvana 2013-05-04 02:50:57
Leviathan.Comeatmebro said: »lye said the weapons from these arent the best, he didnt say relics were better
(the crafted ones and hq naakual ones are the best)
I said the "newest weapons", meaning the weapons added in the 4-29 update. Anything from before that wouldn't be "newest"
By Lye 2013-05-04 02:51:05
Leviathan.Comeatmebro said: »lye said the weapons from these arent the best, he didnt say relics were better
(the crafted ones and hq naakual ones are the best)
I owe you an apology. I'm sorry for being dismissive and "***-holey." We've disagreed in the past but that's no reason for my "***" remark. I'm sorry.
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By Leviathan.Comeatmebro 2013-05-04 03:01:15
I owe you an apology. I'm sorry for being dismissive and "***-holey." We've disagreed in the past but that's no reason for my "***" remark. I'm sorry. it's straight, everyone has different opinions, especially when so much is changing at once
obviously i'm not happy with it, but i know a lot of people who are enjoying it.. i'd probably like it more if i had more active people to do it with
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By Odin.Tsuneo 2013-05-04 03:07:11
That's the problem I'm having too. Everything has been so pickup oriented for awhile. It's been awhile since I've had a linkshell that actually does things.
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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