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Matsui: "Don't throw away your R/M/E weapons yet"
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-07 06:20:11
Damage is fairly linear from 1-99 so that argument is wrong. The points that we have now are the extreme outliers.
proof where? maybe if we compare weapons only,
pretty easy to substantiate my argument, pre-adoulin how many people were still wearing af3+2?
Hp/mp/base stats scaled horribly from 75->99. the only thing that scales correctly was skill level. (could argue otherwise even still, but since they promised more merit upgrades and increased some caps i won't.)
Idk maybe i just had higher hopes for level 99 when i first heard of the level cap increase than you.
What I mean is that if you plot DPS for any weapon class, it goes up pretty linearly from 1 to 99 (except for the new weapons).
Skill and stats increase perfectly linearly from 75 to 99. Base stats increase the same for all jobs. My Dancer got 40% of its dagger skill in the last 24 levels, so there was plenty of skill there too. HP is the one stat that was lacking.
I basically don't know what you expected. The growth from 75 to 99 was logical and predictable up to the last update.
For starters skills definitely did not increase linearly from 76 to 99. From 76 ~ 80 it was +5 for everything ranked C and higher. From 81 to 90 it was +6 per level and 91 ~ 99 it was +7 per level. HP on the other hand has taken a markedly down swing in gain per level since the 60s.
Anyhow I don't think people are talking strictly the base stats but rather the entire package. Our offensive capabilities have grown significantly since 75, more then tripled due to various new combinations of gear and buffs. Our defensive capabilities on the other hand have not increased by that much, they've grown at a relatively linear pace with an up swing since 90 with the availability of DT gear. The monsters offensive capabilities on the other hand have grown by nearly as much as our own, more then double since 75.
Combine all those together and the results are us dealing significantly more damage yet being able to withstand less damage (relative to monster strength).
Ragnarok.Afania
Server: Ragnarok
Game: FFXI
By Ragnarok.Afania 2013-05-07 06:25:31
Leviathan.Kincard said: »After they placed the stopper into NNI JP players did form actual strategies to consistently beat NNI without fleehacks/clipper/mappy/voicechat etc. (Couple EN groups did this too) Even if the devs did play the endgame we'd still probably get screwed half the time because JPs have formed large alliances through shouts for a long time now (They used to do it with Dynamis, they did it with VW/Legion, and they'll do it with Delve). VW was the odd exception to this for EN players (with numerous hilarious results in gimp picture threads) because VWs were laughably easy as long as you hit procs.
One thing that's always kinda baffled me about XI is how crappy PUGs tend to be. Other MMOs like WoW have PUGs form all the time and they work just fine (Stuff like ilevel/an actually useful status window/ingame gearlinks probably help). The game would really benefit from a redone seacom/bulletin board system, IMO.
Well that and the status window thing. I really hope that UI redux will display things like accuracy/gearhaste/whatever.
Complete and utter ***. There is no special JP "magic" strategy about NNI, it's purely 100% random. The most you can do is stack the deck such that you can take the maximum amount of SE "f*ck yous" before running out of time. If the event throws less "f*ck yous" at you then your group can sustain, congrats you win. If the RNG decides to be mean and throw more "f*ck yous" then you can sustain, well then too bad truck again next time. The gear only appears so common now because so many people merc the event. Or did like I did and help people not acquainted with the temple of the azure underwear to get their gear.
The "strategy" was the following,
4 DDs (two of which being heavy DDs)
2 SCH's doing Embrava
And that's it.
The hardest part was the initial learning curve of communicating effectively and hammering out a pattern so that you could accomplish everything at maximum speed. After that it was 100% "pure" randomness. Don't even try to start that "if your good enough you can beat it without cheats / hacks / blah blah / brothers cousins best friend knows someone who did". It's been universally established that the event is purely random, we've even forced SE to come clean with us about them intending floor 100 to be extremely rare.
More like better communication/faster movement speed can get higher floor clear, and bad communication/slower speed won't get you a lot of floor clear. A party with ability to do 13 floor jump has much lower win rate than a 18 jump party.
When EN players talked about cheat/flee hacking/fillmode to win, JPs been spamming/full timing powder boots x 10 and full time flee in NNI. But even after powder boots strat became well known in EN community, majority of EN players still refuse to full time powder boots due to various reasons(afraid of being gimp to TP/WS in them, no inv, cost a lot of money, powder boots not needed to win with windower etc)
Not saying JPs never cheat, but they did NNI different from EN players.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 06:32:34
Oh look, saevel is missing the *** point, putting words in other peoples' mouths and making the assumption he's the only person that's ever played endgame again.
I never said JPs had a magical strategy that gave them a higher win rate than EN players, but their strategy was different from "let's just use a hack instead of figuring out what things in the game can increase our chances", IE things like Afania mentioned, Powder Boots. That's called a different strategy even if you think it isn't a significant difference. Get that eternal Yggdrasil stuck up your *** out of there.
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Cerberus.Ephexis
Server: Cerberus
Game: FFXI
Posts: 105
By Cerberus.Ephexis 2013-05-07 06:43:49
Matsui appears to have the co-ordination skills of a blind alcoholic stroke victim on a bouncy castle.
Bring back Tanaka, (almost) all is forgiven!
By skyehope928 2013-05-07 07:06:53
Cant we all just get along and please update my level 90 kannagi please
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Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-07 07:09:58
*** Tanaka and Matsui, bring back Yoshida! That man was the one with good ideas, not these two!
Server: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-07 07:13:00
I expected the game to die a slow, painless death as content generation became slower and slower and people lost interest over time. Instead, the opposite appears to be happening: Content is being released too rapidly, and rewards for it are so disparate compared to previous content rewards that it's causing everyone to commit suicide.
It's like what Charles Manson was trying to do, except Matsui is doing it faster and succeeding on a larger scale.
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2013-05-07 07:21:32
[quote='Phoenix.Daakpunk' pid=2330712][quote='Quetzalcoatl.Kenrusai' pid=2330393]This thread makes me smile, see y'all on ARR ![/quote]
ya see y'all on the new game made by the same company you're mad at.
people like you make me smile, it's nice to know you only need to be able to put 2 and 2 together to secure a job above minimum wage[/quote]
1) I'm mad about absolutely nothing, seeing FFXI crash and burn is making me smile.
2) People are mad at FFXI Devs, so to speak.
Whether you like it or not my friends, in the end (at this rate sooner than expected) you will be jumping to ARR, oh, you will.
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-07 07:37:25
did i miss something i thought like 2 days ago we all thought delve was cool and it was ok they did what they did
Quetzalcoatl.Kenrusai
Server: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2013-05-07 07:45:30
Looks like people have grown sick of doing a single event forever and that the majority of their efforts in said event will quite soon be obsolete because of Delve 2, the next event to be seated on the throne.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 07:48:20
They're making Delve NMs have a hard 20 min timer so basically anybody not in a decent LS won't be doing any relevant content at all
Well I guess you can gamble on pickup derps but I think I'll spare myself from that
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-07 08:02:31
oh, that's a shame, they confirmed that's what they're doing?
we haven't taken any past 20 min besides a really bad gnat near release day, but i can see that being pretty harsh for the shout groups ><
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 08:04:46
That's what they've decided on for now yeah, but we'll see if they change it again. Given all the adjustments they eventually made to, for instance, VW, I doubt this will be any different. The difference was that while they were releasing/adjusting VW in the background all the casual players were still enamored with Abyssea. Right now the only thing that matters is Delve.
Phoenix.Archeim
Server: Phoenix
Game: FFXI
Posts: 174
By Phoenix.Archeim 2013-05-07 08:07:42
Cant we all just get along and please update my level 90 kannagi please
I do notice a severe drop in VW Qilin runs on Phoenix server which has put a damper on my Kannagi upgrade as well.
and then i decided i wasnt insane enough... so i started building an aegis.
Phoenix.Archeim
Server: Phoenix
Game: FFXI
Posts: 174
By Phoenix.Archeim 2013-05-07 08:08:58
You're mad because an item you spent time on in an MMO, software that's designed to occupy your time, became obsolete in an update and you don't want to spend more time getting something new. You're mad that others spent their time in the game doing something else instead, and now new content requires that those players, and yourself, have access to more powerful weapons... No one took the item you worked for and invested time in away, they simply replaced it with one more suited to the new content. If you feel that invalidates the reward you put effort towards, perhaps you should reassess how you spend your time in game... it's supposed to be an enjoyable experience, not a job.
Let's suppose they upgrade RMEs to be vastly more powerful than the new weapons, but they add a modifier that makes it so they don't deal damage to Delve monsters... would you still be mad? Why?
Does the fact that other people have access to a powerful weapon without a tremendous amount of effort bother you? Does it make you feel like your previous reward is less valuable? It's not like they're giving away RMEs here (but, by the way, they already do that from time to time...), they just created a different item... we all recognize that you spent time, and may I be the first to say: "good for you".
You have no accomplishments to be proud of. Now your post makes sense. Why because I play on 360 and you cant see what I have ? No, it's because nothing in this game is an accomplishment.
Ah I can't wait! It'll be a glorious day when a dev first utters the words... "Xbox limitations"
Now you're just being mean :p
No whalecakes for you!
Server: Shiva
Game: FFXI
Posts: 104
By Shiva.Falseliberty 2013-05-07 08:18:45
Quetzalcoatl.Kenrusai said: »1) I'm mad about absolutely nothing, seeing FFXI crash and burn is making me smile.
Posting on a FFXI forum that you wanna see FFXI burn
..... I don't even
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-07 08:23:20
Leviathan.Kincard said: »anybody not in a decent, large LS won't be doing any relevant content at all
Missing an adjective. Won't matter how good your members are, if there are five of them.
Though I hear hexaboxing is the new twoboxing, so maybe I'm wrong.
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By fillerbunny9 2013-05-07 08:30:19
Their solution is to institute a 20 min hard timer on the NMs? Looks like I better PUG the last two that I need to I can buy gear. I dunno if I will bother with Airlixirs though, hardly seems worth it to blow all my Gil if these weapons are going to be rendered obsolete so swiftly hereafter.
Bismarck.Kelhor
Administrator
Server: Bismarck
Game: FFXI
Posts: 509
By Bismarck.Kelhor 2013-05-07 08:32:54
The twenty minute timer actually perplexes me - the system as it is isn't actually awful - even bad pickup groups can succeed over time as long as the PLDs are semi-competent and you bring some of the correct damage types.
Are they really trying to force the revival of big linkshells? That ship has sailed, guys. Jumping off the dock isn't going to help.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 08:44:15
I've never actually liked the whole idea behind rage (The whole idea is supposed to be that it becomes so strong that you instantly die anyway so it's not even working properly). Personally I always thought it was dumb that people chip monsters to death over 6 hours instead of just making them depop and telling you that you suck at the game, but honestly in order to make incredibly difficult content viable for pickup groups they have to go back to the drawing board and figure out why the game encourages people to be poor players.
In other games simplified status windows and ilevels make it easy for you to gear and bar people from content with the game itself, but for XI, anybody that plays the game that doesn't participate in the community/read guides/etc will be totally lost.
Ragnarok.Harpunnik
Server: Ragnarok
Game: FFXI
Posts: 867
By Ragnarok.Harpunnik 2013-05-07 08:46:19
I'm not seeing why the need for big linkshells? If you go with the shout groups now and get your clear you can simply farm shards to use in for plasm? If you we're to buy lower tier shards on Ragnarok right now, the new weapons would cost you 15 mil. And not like fracture normal mob farming is hard.
This thread was much better when it was about soda. Yes soda, not pop, and definitely not soda pop.
Leviathan.Kincard
Server: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-07 08:47:58
There's emergency maint. tomorrow, they might just do this adjustment tomorrow.
Also i want to see them give Delve weapons another +100 D
Server: Cerberus
Game: FFXI
Posts: 124
By Cerberus.Demonsgate 2013-05-07 08:55:35
the idea of relic ws on new weapons are growing on me after I was fighting some tier 5s and final heaven was doing 2-3k dmg on 99 spharai
Ragnarok.Returner
Server: Ragnarok
Game: FFXI
Posts: 440
By Ragnarok.Returner 2013-05-07 09:11:19
Ragnarok.Harpunnik said: »I'm not seeing why the need for big linkshells? If you go with the shout groups now and get your clear you can simply farm shards to use in for plasm? If you we're to buy lower tier shards on Ragnarok right now, the new weapons would cost you 15 mil. And not like fracture normal mob farming is hard.
This thread was much better when it was about soda. Yes soda, not pop, and definitely not soda pop.
You are talking about the 30k weapons, there are weapons that drop only from the mega boss of each fracture that are much better than the 30k weapons that you will likely need a big LS.
Talking about things like this http://www.ffxiah.com/item/20779/senbaak-nagan
Lakshmi.Saevel
Server: Lakshmi
Game: FFXI
Posts: 2228
By Lakshmi.Saevel 2013-05-07 09:19:13
Yep SE is about to royally a$$ f*ck it's player base. The only groups I've seen beat Tier IV/V NM's in under 20m were extremely pimped out with all the shiny gear and didn't actually need anything from them. Basically all your DD's need the 30K Tier IV/V weapons to beat the Tier IV/V NMs (Turtle / Moth at least).
What surprised me is their going to c*ck block people from farming plasm. That's REALLY going to hurt people as 90% of this games population base can't beat the NMs in 20m or less.
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-07 09:20:39
I'm 12 and what is this?
Anyone? Maint I understand, but "Version update"?
inb4 fixing Mannequin NPC.
Lakshmi.Byrth
VIP
Server: Lakshmi
Game: FFXI
Posts: 6419
By Lakshmi.Byrth 2013-05-07 09:22:52
Phoenix.Kojo
Forum Moderator
Server: Phoenix
Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-07 09:31:16
Lol. I think they are trying to mask the R/M/E issue by making it hard for a casual to get the new weapons. BRILLIANT!
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Cerberus.Anjisnu
Server: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2013-05-07 09:32:35
so SE is replacing lube with gravel now... rockin
Asura.Ina
Server: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-05-07 09:32:48
Lol. I think they are trying to mask the R/M/E issue by making it hard for a casual to get the new weapons. BRILLIANT! I think it's more of a "Hmmmm maybe this will make people do Skirmish..."
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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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|
|
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17 |
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New Additions to Wildskeeper Reives |
16 |
|
|
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15 |
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|
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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 |
|
6 |
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Skirmish |
|
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) |
|
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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