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Matsui: "Don't throw away your R/M/E weapons yet"
By mattyc 2013-05-08 10:53:27
later jive turkey.
Server: Bahamut
Game: FFXI
Posts: 466
By Bahamut.Greyfawkz 2013-05-08 10:56:01
"homie" is the proper vernacular, and well even if he isn't sick, he must have his reason's why he doesn't wanna work on game anymore. oh well, QQ more.
By Lye 2013-05-08 10:56:37
His job isn't to make you happy. It's to make Final Fantasy XI. Success and Failure come as a result of his job and aren't measured by YOUR personal satisfaction.
That's silly (i'm using the most polite term I can think of, sorry). That's like saying it's not a clowns job to make you laugh, it's just his job to tell jokes.
If he's not good at his job he gets replaced. Video games = video entertainment. He's not selling a necessity. It's a vice fee like watching TV or a movie. If the movie SUCKS you make no money and no one pays you to make movies anymore.
Quote: other than your soap-box labeled "Kids these days...."
I posted here for a day and then came back to check in like.... once a day since. If either of us is trying to feel justified for their POV, it's less me (and you've already been called out for acting ambivalent to hide your agenda several pages back).
We disagree.
A clown's job is to make people laugh. Just because YOU don't laugh, doesn't mean he didn't do his job.
"Less happy people ---> less subscribers ---> he didn't do his job" is the worst over-simplification possible. If anything, FFXI is unique in it's ability to offer something that brings players back.
Asura.Vishna
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By Asura.Vishna 2013-05-08 10:56:53
What happened to being done?
[+]
Fenrir.Sylow
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Posts: 6862
By Fenrir.Sylow 2013-05-08 10:58:36
Summary of this thread
Ragnarok.Ashman
Server: Ragnarok
Game: FFXI
Posts: 4252
By Ragnarok.Ashman 2013-05-08 11:05:25
His job isn't to make you happy. It's to make Final Fantasy XI. Success and Failure come as a result of his job and aren't measured by YOUR personal satisfaction.
That's silly (i'm using the most polite term I can think of, sorry). That's like saying it's not a clowns job to make you laugh, it's just his job to tell jokes.
If he's not good at his job he gets replaced. Video games = video entertainment. He's not selling a necessity. It's a vice fee like watching TV or a movie. If the movie SUCKS you make no money and no one pays you to make movies anymore.
Quote: other than your soap-box labeled "Kids these days...."
I posted here for a day and then came back to check in like.... once a day since. If either of us is trying to feel justified for their POV, it's less me (and you've already been called out for acting ambivalent to hide your agenda several pages back).
We disagree.
A clown's job is to make people laugh. Just because YOU don't laugh, doesn't mean he didn't do his job.
"Less happy people ---> less subscribers ---> he didn't do his job" is the worst over-simplification possible. If anything, FFXI is unique in it's ability to offer something that brings players back.
I can agree to disagree with you about the clown thing. It does get to a point where you're just bad or do such a poor job AT your job that youre asked not to do it anymore.
I do agree that I was oversimplifying things though and I do agree that "normally" SE is good at bringing players back. If they do say *** off to RME I expect them to lose the most subscribers (at one time), including abyssea. I have to help repay my debts to fellow friends so maybe SE will keep me around longer than I say, but in the end I'd probably just move on.
[+]
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By Fenrir.Mtmoogle 2013-05-08 11:07:19
Wow... this thread is still alive.
Cerberus.Detzu
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Posts: 869
By Cerberus.Detzu 2013-05-08 11:08:51
We need to reach 100!
Bismarck.Kelhor
Administrator
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By Bismarck.Kelhor 2013-05-08 11:12:45
In an attempt to bring this back on track
Honestly when done properly I think Delve is a really exciting event
The adrenaline rush when we got to our third NM inside the Foret fracture last night was awesome and it's been a long time since I've had such a good time in FFXI
We didn't beat the third NM we tried(Krabakarpo - got it to 50%) but that's mostly because we had bad intel on its behavior and had never fought it before
I'm pretty sure if we go again tonight we should be able to kill it without much problem
Was it an LS group, or shout? My biggest complaint with Delve is that it seems to be a forced return to large linkshells, which cuts out a sizable portion of the player base. I've had extremely limited playtime recently, so I really don't know how well shout groups can do at it.
By mattyc 2013-05-08 11:14:33
sup yo, watching some gloria estaphon videos cuz im so thug wit it! whats good playas?
By Ravenn42 2013-05-08 11:17:30
At first shout groups will probably be fail... prov watcher was same way until they figures it out. I think when the strategies are nailed down it will be fine.
If the person putting it together knows what he is doing he can get the right jobs and people together.....at least I hope so cause there are no good linkshells on my server.
By mattyc 2013-05-08 11:18:30
mmmmmmmmm prov watcher, he has so many good drops nowadays!
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-08 11:20:01
At first shout groups will probably be fail... prov watcher was same way until they figures it out. P-Watcher was fail for as long as people have kept doing it <_< unless you filtered the partecipants. Problem is if the leader shouting doesn't filter you're gonna end up in a bad pug unless you're lucky.
Valefor.Sehachan
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Posts: 24219
By Valefor.Sehachan 2013-05-08 11:22:53
And I still don't have Tessera Saio!!! fdgobvnaeo<rnj
Fenrir.Sylow
Server: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-08 11:23:44
It was a LS group but it was mixed-skill/gear
We had been struggling with some things before but with a little bit of communication and organization we were able to coalesce our strategy
A PUG would be fine too I think - you just need to be sure you invite people who are capable of following instructions and that there are a few people who are capable of calling shots and instructing people what to do in a given situation
If you don't think you can get that out of someone then don't invite them
You know the people on your server - if you know they don't do what they're told then don't invite them
People need to stop being nice
If you join a PUG and you see someone in the group you know is incapable of doing what is needed for the event speak up
By skyehope928 2013-05-08 11:24:19
If we keep it up we will reach 100
By mattyc 2013-05-08 11:24:44
that's a rough drop i wont lie seha.
Valefor.Sehachan
Server: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-08 11:25:27
If you join a PUG and you see someone in the group you know is incapable of doing what is needed for the event speak up So many enemies, you have no idea!
Server: Phoenix
Game: FFXI
Posts: 1245
By Phoenix.Gaiarorshack 2013-05-08 11:27:41
i have been unable to to get in the game with my own 2 accounts due to some visacard/SE issues.
im actually thinking not to come back and just close the last 2 accounts as well.
but do anyone know another mmorpg that not levle fast and easy to go.
i really liked how FFXI made you work to get levels and skillups and grind for gear and nost just insta reward you
Server: Shiva
Game: FFXI
Posts: 9
By Shiva.Lethalg 2013-05-08 11:34:02
At least you wont see shouts that only want R/E/M DD's anymore. Now they will want Bereaver DRK onry!
Valefor.Sehachan
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Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-08 11:34:47
Do you bereave in life after Rag?
Server: Shiva
Game: FFXI
Posts: 9
By Shiva.Lethalg 2013-05-08 11:45:42
If anyone can lvl any job in a day, then go make the best wep in another few days anything besides a "top tier dd" will die.
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Posts: 6052
By Leviathan.Comeatmebro 2013-05-08 11:52:29
If anyone can lvl any job in a day, then go make the best wep in another few days anything besides a "top tier dd" will die. you mean everyone who puts some effort into their performance will be relatively even? DEAR GOD, THE HUMANITY
Siren.Mosin
By Siren.Mosin 2013-05-08 11:55:46
Do you bereave in life after Rag?
nope. ; ;
Lakshmi.Feint
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By Lakshmi.Feint 2013-05-08 11:57:43
So is the update today changing anything on delve?
I kind of don't like the idea of setting a time limit on the nms ~.~
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2013-05-08 11:58:51
So is the update today changing anything on delve?
I kind of don't like the idea of setting a time limit on the nms ~.~ its adding the 20 min depop timer and changing fracture so walls dont go down over time... only if you kill the nms
Lakshmi.Feint
Server: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-08 12:01:25
Leviathan.Comeatmebro said: »So is the update today changing anything on delve?
I kind of don't like the idea of setting a time limit on the nms ~.~ its adding the 20 min depop timer and changing fracture so walls dont go down over time... only if you kill the nms
Wonderful...now it'll just be an elitist event.
Valefor.Sapphire
Server: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-05-08 12:06:00
At least you wont see shouts that only want R/E/M DD's anymore. Now they will want Bereaver DRK onry! Don't think so, all our delve runs Ugui shoha sams and upheaval bloodbath axe war are sc'ing together are winning the parse.
Bereaver DRKs are decent but delve geared sams and wars are pretty much winning easily.
Fenrir.Sylow
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Posts: 6862
By Fenrir.Sylow 2013-05-08 12:12:15
Upheaval and Resolution skillchain too!
Phoenix.Kojo
Forum Moderator
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Game: FFXI
Posts: 12308
By Phoenix.Kojo 2013-05-08 12:26:25
Leviathan.Comeatmebro said: »So is the update today changing anything on delve?
I kind of don't like the idea of setting a time limit on the nms ~.~ its adding the 20 min depop timer and changing fracture so walls dont go down over time... only if you kill the nms
Wonderful...now it'll just be an elitist event.
Na, it's ok, the lead developer over Delve asked people to give everyone a chance, it'll be fine. :)
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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