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Matsui: "Don't throw away your R/M/E weapons yet"
Phoenix.Kojo
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By Phoenix.Kojo 2013-05-05 12:21:01
Lakshmi.Sparthosx said: »They need to hotfix Skirmish asap. The system of acquiring simulcra pieces is designed one way while Delve is designed in a completely contradictory way.
Did these guys develop in solitude? lol
Nah, in Windhelm, ***is racist and ***-backwards as hell there.
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By Cerberus.Texasprincess 2013-05-05 13:34:58
what I want to know is.. do the dev's even play ffxi???
Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-05 13:36:48
Cerberus.Texasprincess said: »what I want to know is.. do the dev's even play ffxi???
Matsui is on the record as saying his highest character was level 40.
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Asura.Ina
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By Asura.Ina 2013-05-05 13:44:49
Cerberus.Texasprincess said: »what I want to know is.. do the dev's even play ffxi???
Matsui is on the record as saying his highest character was level 40. Bet he doesn't even gear swap yet.
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By Cerberus.Texasprincess 2013-05-05 13:49:32
wish we knew what his char name was so we could treat him badly in game :-D
Asura.Ina
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By Asura.Ina 2013-05-05 13:50:30
Criticizing his decisions on a forum is one thing, harassing him directly isn't really cool at all imo.
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By Voren 2013-05-05 13:54:59
Criticizing his decisions on a forum is one thing, harassing him directly isn't really cool at all imo.
And I bet he'd be able to harass you much better than you would him.....or simply keystroke ban you....for life....and 3 generations.
Asura.Ina
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By Asura.Ina 2013-05-05 13:56:48
Criticizing his decisions on a forum is one thing, harassing him directly isn't really cool at all imo.
And I bet he'd be able to harass you much better than you would him.....or simply keystroke ban you....for life....and 3 generations. Hes kinda unpopular atm so I don't know if he could afford to lose points from that... then again it might depend on who he banned.
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 14:01:22
Just suggestions that my father and I have been discussing today on how we could upgrade R/E/M. If SE decide to allow us to upgrade them in any other way but Magians.
Relics
New Dynamis area - Castle Zvahl Baileys
It would be like old school dynamis. All monsters are true sight and sound, and be similar to Dynamis Tavnazia, where only eighteen players can enter, as long as they have cleared Dynamis-Xarcabard.
Drops:
-Dynamis Currency
-New Forgotten (Could be renamed) items to upgrade Afv2+2 to Afv3. **
**Afv3 would automatically get the augment from Afv2+2 and increased stats, and may only be upgraded by doing the trial for that augment (and collecting enough of the new item) to upgrade, or possibly require double/triple the amount of the new item to automatically upgrade Afv2+2 to +3.
-New item that need to be collected in order to upgrade Relic 99s. (Will add a severe damage boost augment at the very least.) Will be Exclusive, and may require a decent amount of them.
- Difficult NM that drop a new item (similar to paper/fragment) that may also be needed to add augment(s).
- Possibly, new JSE equipment for other slots (Rings, Earrings etc.)
Of course it would be the most difficult area, and scaled to groups that have acquired the higher level weapons from Seekers of Adoulin (Delve).
Mythics
As Mythics are notoriously much more difficult to obtain, they could introduce a much easier system. Just some ideas:
- Make Neo Salvage bosses drop specific items that need to be collected. Encouraging more Neo Salvage and not having to create new content.
- Create a new BCNM type battlefield that can be done once a week, drops new equipment, but most importantly drops an item 100% (that you may need multiples of) that would be used to augment the Mythic. Certain conditions could be put in place to encourage players to Rank up more in Aht Urhgan/Do more Salvage/Do more Assaults etc.
Empyrean
Empyreans are quite easy to create compared to the other two, so to augment the 99 version should be tougher.
-Introduce a new Abyssea zone, where Afv3+2 can be upgraded to +3, while also having NM that give items needed to upgrade 99s with a new damage augment.
-Make a second fight in Abyssea Empyreal Paradox, like an Arch Shinryu, a six man battlefield where temp items are not allowed, and make it an exceptional challenge that cannot be repeated over and over.
All
Alternatively they could introduce a new battle ground that covers all three in one, like a new area in Provenance (The most neutral place I can think of, and encourages players to clear VW) where you can go in and do content on the level of Delve that will help players to augment their 99s.
What do you think?
Bismarck.Amphion
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By Bismarck.Amphion 2013-05-05 14:06:05
Just suggestions that my father and I have been discussing today on how we could upgrade R/E/M
Let it be known that you have the coolest dad ever!
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By Phoenix.Dabackpack 2013-05-05 14:06:59
I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
Lakshmi.Feint
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By Lakshmi.Feint 2013-05-05 14:08:24
Just suggestions that my father and I have been discussing today on how we could upgrade R/E/M. If SE decide to allow us to upgrade them in any other way but Magians.
Relics
New Dynamis area - Castle Zvahl Baileys
It would be like old school dynamis. All monsters are true sight and sound, and be similar to Dynamis Tavnazia, where only eighteen players can enter, as long as they have cleared Dynamis-Xarcabard.
Drops:
-Dynamis Currency
-New Forgotten (Could be renamed) items to upgrade Afv2+2 to Afv3. **
**Afv3 would automatically get the augment from Afv2+2 and increased stats, and may only be upgraded by doing the trial for that augment (and collecting enough of the new item) to upgrade, or possibly require double/triple the amount of the new item to automatically upgrade Afv2+2 to +3.
-New item that need to be collected in order to upgrade Relic 99s. (Will add a severe damage boost augment at the very least.) Will be Exclusive, and may require a decent amount of them.
- Difficult NM that drop a new item (similar to paper/fragment) that may also be needed to add augment(s).
- Possibly, new JSE equipment for other slots (Rings, Earrings etc.)
Of course it would be the most difficult area, and scaled to groups that have acquired the higher level weapons from Seekers of Adoulin (Delve).
Mythics
As Mythics are notoriously much more difficult to obtain, they could introduce a much easier system. Just some ideas:
- Make Neo Salvage bosses drop specific items that need to be collected. Encouraging more Neo Salvage and not having to create new content.
- Create a new BCNM type battlefield that can be done once a week, drops new equipment, but most importantly drops an item 100% (that you may need multiples of) that would be used to augment the Mythic. Certain conditionscould be put in place to encourage players to Rank up more in Aht Urhgan/Do more Salvage/Do more Assaults etc.
Empyrean
Empyreans are quite easy to create compared to the other two, so to augment the 99 version should be tougher.
-Introduce a new Abyssea zone, where Afv3+2 can be upgraded to +3, while also having NM that give items needed to upgrade 99s with a new damage augment.
-Make a second fight in Abyssea Empyreal Paradox, like an Arch Shinryu, a six man battlefield where temp items are not allowed, and make it an exceptional challenge that cannot be repeated over and over.
All
Alternatively they could introduce a new battle ground that covers all three in one, like a new area in Provenance (The most neutral place I can think of, and encourages players to clear VW) where you can go in and do content on the level of Delve that will help players to augment their 99s.
What do you think?
I'm not to sure if they should focus on adding content in older areas with the new expansion being out. I do like the idea that R/E/M weapons should be upgraded in their respected expansion.
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Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 14:13:37
Of course these suggestions would only ever occur after SE have finished the majority of Seekers content. It shouldn't effect Seekers too much, because anyone progressing in the game, will likely do a little Abyssea, get the standard Seekers gear, do low tier Delves to get a decent weapon, and just progress from there.
Basically you come round in a circle. You go to Outlands/Aht Urhgan/Abyssea to obtain your R/M/E so you can do all the Seekers content, so you can go back and finish your R/M/E.
Just suggestions that my father and I have been discussing today on how we could upgrade R/E/M
Let it be known that you have the coolest dad ever!
Yea I'm told this a lot :) He has a 95 Bravura and 90 Ukon, true Warrior.
By Voren 2013-05-05 14:14:47
Phoenix.Dabackpack said: »I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
At current currency rates most relics cost about 10%ish less to 99 than empys. 1500hmp x 50kish each + 60riftdross x 400kish = 99mil each vs 18,000 currency x 5kish each = 90mil
This all depends upon item prices of course. I've seen currencies as low as 4,600 each, hmp as low as 45k, but you have to keep an eye on ah.com for those.
Cerberus.Kylos
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By Cerberus.Kylos 2013-05-05 14:17:31
Phoenix.Dabackpack said: »I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
It depends really, Relic requires a lot of money, whereas Abyssea requires teamwork (depending on the one you make).
So any thoughts on the ideas put forward?
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By Ragnarok.Presidentobama 2013-05-05 14:27:49
I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
It depends really, Relic requires a lot of money, whereas Abyssea requires teamwork (depending on the one you make).
So any thoughts on the ideas put forward?
That may been true until empy 90. But 90-99 cost 130m for HMP + dross. and 150-160m if you need cinder. I guess that equals out though as a relic to 96 is 120m and +40m for marrows.
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By Garuda.Finuve 2013-05-05 14:31:41
Phoenix.Dabackpack said: »I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
At current currency rates most relics cost about 10%ish less to 99 than empys. 1500hmp x 50kish each + 60riftdross x 400kish = 99mil each vs 18,000 currency x 5kish each = 90mil
This all depends upon item prices of course. I've seen currencies as low as 4,600 each, hmp as low as 45k, but you have to keep an eye on ah.com for those. ummm, you counted dross and not umbral marrows?
8mil x 5 = 40mil
so Relic: 130mil
Empy: 99mil
the empy to 90 and relic from 75-95 are basically a wash
By Voren 2013-05-05 14:33:46
I kind of wish they would have made the extra dmg a latent instead. have the 99gs with a base of say 129, latent: dmg 240 while in SoA area. Then add the augments and so on. Would have helped counter all the griping about new weapons.
As for the crafted, make dmg scale with the others that are available, but with better stats. Like a dagger with base dmg 53 str 13 dex 13 acc 15, atk 15 dual wield 5% haste 5%, or something to that effect. I'm not sure I like the overpowered new weapons, it kind of royally screwed the scaling of how weapons are each level.
By Voren 2013-05-05 14:35:35
Phoenix.Dabackpack said: »I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
At current currency rates most relics cost about 10%ish less to 99 than empys. 1500hmp x 50kish each + 60riftdross x 400kish = 99mil each vs 18,000 currency x 5kish each = 90mil
This all depends upon item prices of course. I've seen currencies as low as 4,600 each, hmp as low as 45k, but you have to keep an eye on ah.com for those. ummm, you counted dross and not umbral marrows?
8mil x 5 = 40mil
so Relic: 130mil
Empy: 99mil
the empy to 90 and relic from 75-95 are basically a wash
I knew I was forgetting something, my bad, I stand corrected. Been helping a couple ls mates farm their relics, was only looking at the currency to be done, kind of tired of qufim, but no excuss for the derp I spewed.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-05 15:07:03
"Hey guys, hear this awesome idea! Let's make the event with lesser rewards super rare, and the one with awesome gear very easy to access!"
Well we're not doing the content they way they designed it to be. The rage "hyper mode" timers on the NMs were supposed to be a form of gear check. If you couldn't beat it in 20m or less then you were expected to go back and gear everyone up. SE expected us to farm out Wildkeeper weapons and other stuffs then do the Tier 1~3 and get their drops fully upgraded then do the Tier IV~V nms and get those upgrades ~then~ attempt the boss's. SE, not playing the game, didn't realize we knew how to zombie / slowly kill sh!t using PLD's and SATA WS from the old days of Sky / Sea. So we've essentially skipped the entire front part of that ladder and we're at the end.
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Phoenix.Kojo
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By Phoenix.Kojo 2013-05-05 15:08:12
Cerberus.Texasprincess said: »what I want to know is.. do the dev's even play ffxi???
Matsui is on the record as saying his highest character was level 40. Bet he doesn't even gear swap yet.
Does he even lift?
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Bismarck.Kelhor
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By Bismarck.Kelhor 2013-05-05 15:10:29
SE, not playing the game, didn't realize we knew how to zombie / slowly kill sh!t using PLD's and SATA WS from the old days of Sky / Sea. So we've essentially skipped the entire front part of that ladder and we're at the end.
Pretty much every developer underestimates the creativity and cleverness of the player base, but honestly, SE should know better by now.
By fillerbunny9 2013-05-05 17:30:16
perhaps if Skirmish was half as easy to enter as Delve was, we might have bothered doing things in the "correct" order. instead, putting together the three items for Skirmish is a pain in the *** whereas getting into Delve is downright simple.
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By Lakshmi.Sparthosx 2013-05-05 17:40:34
"Hey guys, hear this awesome idea! Let's make the event with lesser rewards super rare, and the one with awesome gear very easy to access!"
Well we're not doing the content they way they designed it to be. The rage "hyper mode" timers on the NMs were supposed to be a form of gear check. If you couldn't beat it in 20m or less then you were expected to go back and gear everyone up. SE expected us to farm out Wildkeeper weapons and other stuffs then do the Tier 1~3 and get their drops fully upgraded then do the Tier IV~V nms and get those upgrades ~then~ attempt the boss's. SE, not playing the game, didn't realize we knew how to zombie / slowly kill sh!t using PLD's and SATA WS from the old days of Sky / Sea. So we've essentially skipped the entire front part of that ladder and we're at the end.
Even with that logic it makes no sense. The Wildskeeper Reive weapons aren't going to back that big a difference against Delve NMs, Skirmish is setup as a rare event (unless you're sitting on bundles of cash) and the Bayld armor upgrades again aren't huge upgrades moreso light replacements for a handful of pieces.
The way SE has things setup Delve makes sense to approach first since you can farm points indefinitely without a cooldown and the upgrades are potent gamechangers rather than the limp Bayld armor and the random deal Skirmish weaps.
Lakshmi.Saevel
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By Lakshmi.Saevel 2013-05-05 17:48:15
Lakshmi.Sparthosx said: »"Hey guys, hear this awesome idea! Let's make the event with lesser rewards super rare, and the one with awesome gear very easy to access!"
Well we're not doing the content they way they designed it to be. The rage "hyper mode" timers on the NMs were supposed to be a form of gear check. If you couldn't beat it in 20m or less then you were expected to go back and gear everyone up. SE expected us to farm out Wildkeeper weapons and other stuffs then do the Tier 1~3 and get their drops fully upgraded then do the Tier IV~V nms and get those upgrades ~then~ attempt the boss's. SE, not playing the game, didn't realize we knew how to zombie / slowly kill sh!t using PLD's and SATA WS from the old days of Sky / Sea. So we've essentially skipped the entire front part of that ladder and we're at the end.
Even with that logic it makes no sense. The Wildskeeper Reive weapons aren't going to back that big a difference against Delve NMs, Skirmish is setup as a rare event (unless you're sitting on bundles of cash) and the Bayld armor upgrades again aren't huge upgrades moreso light replacements for a handful of pieces.
The way SE has things setup Delve makes sense to approach first since you can farm points indefinitely without a cooldown and the upgrades are potent gamechangers rather than the limp Bayld armor and the random deal Skirmish weaps.
The wildkeeper and skirmish stuff were all for the Tier 1 ~ 3 Delve NMs, you know to kill them before they "rage" and instantly wipe everyone (what SE thought would happen). We were then supposed to get that armor and futilely throw ourselves against the higher content while failing miserably most of the time (think original Legion implementation). Kinda like how NNI was when it first came out, a carrot on an infinitely long stick. As players we're smarter then they are and find the loopholes and mechanisms to bypass their artificial limiters. That's the real reason for the upcoming nerf to field Delve NMs. Their shocked that we actually found a way around their content and now their trying to think of ways to stop people from grinding out a 2+ hr fight.
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By Sylph.Knala 2013-05-05 17:52:10
Phoenix.Dabackpack said: »I was under the impression that Relics and Empys took around the same amount of money to get to level 99?
At current currency rates most relics cost about 10%ish less to 99 than empys. 1500hmp x 50kish each + 60riftdross x 400kish = 99mil each vs 18,000 currency x 5kish each = 90mil
This all depends upon item prices of course. I've seen currencies as low as 4,600 each, hmp as low as 45k, but you have to keep an eye on ah.com for those.
You forgot umbrals.
Fenrir.Sylow
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By Fenrir.Sylow 2013-05-05 18:26:04
"Hey guys, hear this awesome idea! Let's make the event with lesser rewards super rare, and the one with awesome gear very easy to access!"
Well we're not doing the content they way they designed it to be. The rage "hyper mode" timers on the NMs were supposed to be a form of gear check. If you couldn't beat it in 20m or less then you were expected to go back and gear everyone up. SE expected us to farm out Wildkeeper weapons and other stuffs then do the Tier 1~3 and get their drops fully upgraded then do the Tier IV~V nms and get those upgrades ~then~ attempt the boss's. SE, not playing the game, didn't realize we knew how to zombie / slowly kill sh!t using PLD's and SATA WS from the old days of Sky / Sea. So we've essentially skipped the entire front part of that ladder and we're at the end.
Even that doesn't matter. At least two of the Shard IV and V NMs are mostly trivial even with pre-Adoulin gear provided that you're willing to make the epic sacrifice that is having your BRDs use their 2(1) hour ability. Even if the third zone (Morimar) didn't have a NM capable of being beaten flat (I think the Peiste is easy or something, I haven't done it) - the NMs in Ceizak and Foret give access to the new Great Sword, Great Katana, Hand to Hand, Scythe, etc. which after a few hours of plasm farming would give people the ability to smack down the TIV-V in Morimar - rendering the whole point of Skirmish futile.
As I posted on the OFs:
Quote: Skirmish etc. will never be necessary because at least two of the Shard IV and V NMs (Wamoura V in Ceizak and Orobon IV in Foret) are doable with a Soul Voice strategy with pre-Adoulin equipment and familiar Voidwatch-style setups. Even if Morimar is not, the equipment obtainable from the aforementioned two encompasses a large portion of weapon types (Hand-to-Hand, Scythe, Great Katana, Great Sword etc.) which can then be applied to Morimar's Shard IV and V NMs. Since this is relatively easy and gears 18+ people while Skirmish gears at most 6 people (and depends on random augments), Skirmish will never be an efficient or effective progression strategy even if it's made easy to enter it.
It's a good thing they delayed Delve or Skirmish would have been dead on arrival. I don't know if there's any way for them to "save" it but as it stands Skirmish was ultimately wasted development time.
An interesting note on Skirmish entry items, it seems that there is a certain number of Simualcra pieces scattered throughout Adoulin at any given time and each is set to be obtainable by a specific method (e.g. Piexe X is available through Logging in Foret de Hennetiel, Y is available through Reives in Ceizak Hunting Grounds, etc.) (this isn't observation, it's information from a gaming magazine interview in Japan). So really the system is a bit deeper and more intertwined with the game environment than your average battle system, which really makes it a shame that the content is doomed. But that's the progression-ladder model for you. Matsui, stahp. You do not have the development resources to release stillborn events.
Most of the time, I'm capable of analyzing the dev team's actions and seeing where they're coming from. But to be pefectly honest, more than ever, it seems like they just don't understand the mechanics of the game for which they are designing content.
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Bahamut.Sevvy
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By Bahamut.Sevvy 2013-05-05 18:42:30
Are people still bitching here?
Hades.Rooks
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By Hades.Rooks 2013-05-05 18:51:31
Are people still bitching here?
Still some bitching, but mostly just discussing the state of things because it's less boring than Reives.
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Bahamut.Sevvy
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By Bahamut.Sevvy 2013-05-05 18:56:12
Ok good, now Ill read, thanks Rooks!
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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