|
|
[Dev] Matsui: R/M/E/C Follow-up
Lakshmi.Feint
Serveur: Lakshmi
Game: FFXI
Posts: 332
By Lakshmi.Feint 2013-05-22 19:12:32
By Sylfeya 2013-05-22 19:16:59
"But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?"
Last I checked, taking an Empy from 90->99 cost hundreds of millions of gil. It also requires a fair amount of time (I wouldn't say years, but then again, I wouldn't say relics take years these days either, if you've already got the cash to buy the currency).
By Mesic 2013-05-22 19:21:24
"But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?"
Last I checked, taking an Empy from 90->99 cost hundreds of millions of gil. It also requires a fair amount of time (I wouldn't say years, but then again, I wouldn't say relics take years these days either, if you've already got the cash to buy the currency).
Wrong, no time constraints, it only requires gil. Mythics require time.
Shiva.Gib
Serveur: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-22 19:29:08
"But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?"
Last I checked, taking an Empy from 90->99 cost hundreds of millions of gil. It also requires a fair amount of time (I wouldn't say years, but then again, I wouldn't say relics take years these days either, if you've already got the cash to buy the currency). if you had the plates and Dross/Cinders fall into your lap you could go from 90-99 in 2 mins, it only takes time to procure.
Also, I'm not saying a 99 Empy doesn't take a lot of money, and I think 99 Empys SHOULD be upgraded, but 90s? Hell no. Either raise the money and get farming or move on.
By Enuyasha 2013-05-22 19:31:42
"But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?"
Last I checked, taking an Empy from 90->99 cost hundreds of millions of gil. It also requires a fair amount of time (I wouldn't say years, but then again, I wouldn't say relics take years these days either, if you've already got the cash to buy the currency). if you had the plates and Dross/Cinders fall into your lap you could go from 90-99 in 2 mins, it only takes time to procure.
Also, I'm not saying a 99 Empy doesn't take a lot of money, and I think 99 Empys SHOULD be upgraded, but 90s? Hell no. Either raise the money and get farming or move on. Or they could still do it the way they intended it to be done..not being asked to be gived a +20 damage on my 85 and stick with it...but atleast stick to the concept that the trials were intended to be for anyway. This throws even having the 80-95 versions out the window.
Cerberus.Cruxus
Serveur: Cerberus
Game: FFXI
Posts: 333
By Cerberus.Cruxus 2013-05-22 19:32:04
This thread is starting to look familiar...I can't quite tell from where though...hmmmm~
lol, in any case my only gripe about even delve weapons being where they are (as far as dmg levels) is that they have no actual style...they all are so bland and disappointing to look at visually. Just my humble opinion.
Shiva.Gib
Serveur: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-22 19:34:59
"But seriously, Relics and Mythics can cost hundreds of millions of gil to make and can take months if not YEARS to finsh. Why should Empy owners get a free pass?"
Last I checked, taking an Empy from 90->99 cost hundreds of millions of gil. It also requires a fair amount of time (I wouldn't say years, but then again, I wouldn't say relics take years these days either, if you've already got the cash to buy the currency). if you had the plates and Dross/Cinders fall into your lap you could go from 90-99 in 2 mins, it only takes time to procure.
Also, I'm not saying a 99 Empy doesn't take a lot of money, and I think 99 Empys SHOULD be upgraded, but 90s? Hell no. Either raise the money and get farming or move on. Or they could still do it the way they intended it to be done..not being asked to be gived a +20 damage on my 85 and stick with it...but atleast stick to the concept that the trials were intended to be for anyway. This throws even having the 80-95 versions out the window. again, nothing is stopping you at all from getting to 99. "I don't want to spend the time or money" is not an excuse
if you don't want to, there are many other options to get powerful weapons, do those.
By Enuyasha 2013-05-22 19:39:54
im not saying that at all lol. Im saying there is an incredibly blatant balancing issue with doing it this way. The trials where designed the way they are to allow incremental damage increases as you completed them, with just adding damage to ONLY the 99 you throw that out the window and might as well not even waste the 30 or so lines of code for the 80-95 weapons,trials,and items. And the only thing stopping me personally from getting past 90 is time/money/people being idiots and abandoning the sinking ship that is non-adoulin content,so yes, getting HMPs and riftdross is "hard".
Also, i realize there are plenty of ways to make money but the issue of money:get items is not why im concerned with the way they are going about this...i could care less if my 85 empyreans have been "obsoleted".
Shiva.Gib
Serveur: Shiva
Game: FFXI
Posts: 1264
By Shiva.Gib 2013-05-22 19:51:40
well I think the main reason it's such a massive shift is that cause SE probably never planned to change R/M/E they probably thought they were just going to die out. Cause I mean they did say at first that they were not going to adjust the base damage on them.
but they probably got tons of hate mail so this was their compromise, also chances are you'll start seeing a lot more people doing VW when stats for the 99 upgrades are finalized, Supply and demand will fuel that, and hopefully they'll make the drops more plentiful
hell, all they really need to do is replace Crystal Petrifacts with HMP and the market will be flooded... and nothing is stopping them from adding HMP drops to other things as well, they've done it before a *bad* example is relic currency off campaign battles
[+]
Cerberus.Pleebo
Serveur: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-22 19:54:53
*** the weapons. The world needs more 99 Daurdablas.
By Enuyasha 2013-05-22 20:02:21
*** the weapons. The world needs more 99 Daurdablas. You are god Pleebo. This is the solution to everything....til SE decides to release a horn that gives 4 songs and +5 to all songs. And a shield that gives DT-50 that breaks the cap and gives converts damage blocked to HP and MP.
Ragnarok.Sekundes
Serveur: Ragnarok
Game: FFXI
Posts: 4217
By Ragnarok.Sekundes 2013-05-22 20:05:25
*** the weapons. The world needs more 99 Daurdablas. You are god Pleebo. This is the solution to everything....til SE decides to release a horn that gives 4 songs and +5 to all songs. And a shield that gives DT-50 that breaks the cap and gives converts damage blocked to HP and MP. I'd say I'd be annoyed at all my hard work from daurdabla and gjallar but honestly... if it had both of those it would save me some pain in the arse on putting songs up. I could sing only the number of songs I want, not have to sing with Daurdabla first then overwrite... I'm okay with this!
Cerberus.Pleebo
Serveur: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-22 20:10:12
They have worked themselves into a corner because the shields/instruments don't fit into their gear reset/treadmill model. With the rarity of HMPs and cinder, 99 harp becomes even more valuable!
[+]
Serveur: Shiva
Game: FFXI
Posts: 53
By Shiva.Alistaire 2013-05-22 20:13:32
*** the weapons. The world needs more 99 Daurdablas. You are god Pleebo. This is the solution to everything....til SE decides to release a horn that gives 4 songs and +5 to all songs. And a shield that gives DT-50 that breaks the cap and gives converts damage blocked to HP and MP.
Don't forget enhancing reprisal...
Adamochaegis!
By Tickmeoff 2013-05-22 20:23:49
Wrong, no time constraints, it only requires gil. Mythics require time.
Heavy metal plates don't come from a vendor. Someone has to farm them. Farming takes time.
In the case of HMPs, a really long time. Especially now that VW is dead.
[+]
Ragnarok.Amador
Serveur: Ragnarok
Game: FFXI
Posts: 409
By Ragnarok.Amador 2013-05-22 20:33:19
This is still an MMORPG. In order for it to continue to grow, and be profitable they have to have people playing.
While R/M/E were goals for players, and allowed them to focus on obtaining by working towards them it never meant they would be the last of the last.
As the game develops, you can't expect the same gear or weapons to be viable. They'll continue to upgrade, and move along. Their main concern now is the backlash they have had as they realized they kind of made people's hard work... worthless.
It's very nice of them to care enough to go back and say: "Hey sorry, we're gonna beef these up so they can still compete"
However, no where in his statement does it advise or indicate that R/M/E will ever be the top of their tier.
He simply advises that they'll be up there with the most powerful weapons.
------------------------------------------------------------------
As for the cost and time further invested in these upgrades, as the game progresses I do agree that it would be nice to see either the requirement drop, or the ability to obtain Cinders/Dross/Umbral/Scoria become easier.
They did it for Dynamis Currency, no reason why they shouldn't for this content now at this point.
By SamuraiCloud27 2013-05-22 20:38:49
Imho, I'm a 90 Masamune holder, you guys probably seen my posts before but I just want to say, at first I WAS hoping they would boost at least from 90+ because as I said I'm a 90 holder on the road to 99 but...
The more I think about it the more I like the idea its 99 only, as for Emps its pretty much the same time/effort as a Relic. If you look at prices properly you'l see they'r pretty close aswel, the effort, you have to do Dynamis every day for 2 hours and buy currency/marrows, as for HMP you can do the same thing but with no time constraints. The trials leading up to an Emp 90 (before you start having to buy stuff) quick thinking is equivalent or even easier than the WS kill trials of a Relic (time and effort).
But anyway the reason I like the fact its 99 only is because now you'l be seeing a lot less R/E/Ms around which makes those weapons stand out more and (what I believe but no-one can truly tell) they will still be top of the range weapons especially some Mythics. I've gone and gotten the Delve GK for now and for sure that'l get me through many things including VW much faster (Felt good raping Jeuno T3 with it for fun).
My point is to other pre-99 holders get yourself a Delve weapon for now, work on VW hen you see it (People also want the gear from VW not just Plates etc. so there will be people to party with) Once the final stats are set in stone for everyone to see then I believe everything will pick up again.
Like others have been saying, if you ever wanted a R/E/M you should've been aiming for 99 anyway especially if its for your main job. (I admit to working on a Kannagi 85 in spare time but NIN's not my main and I just wanted Blade: Hi but now... WOE) So yeh, probably wont post anymore about this just will see what people are saying etc. Happy farming and good luck!
Ragnarok.Eriina
Serveur: Ragnarok
Game: FFXI
Posts: 294
By Ragnarok.Eriina 2013-05-22 20:42:04
And the only thing stopping me personally from getting past 90 is time/money/people being idiots and abandoning the sinking ship that is non-adoulin content...
Take. The. Hint.
Cerberus.Pleebo
Serveur: Cerberus
Game: FFXI
Posts: 9720
By Cerberus.Pleebo 2013-05-22 20:44:45
If this is confirmed to be a one-time upgrade (the translation is a bit unclear to me in that respect), it would be silly to upgrade weapons that aren't already 99 (or super close).
Fenrir.Sylow
Serveur: Fenrir
Game: FFXI
Posts: 6862
By Fenrir.Sylow 2013-05-22 20:50:02
It does not clearly say that they will do it once and once alone
It just says they won't do it in short intervals - leaving it open for them to upgrade again in the future if they so desire
[+]
Quetzalcoatl.Kenrusai
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2013-05-22 20:52:17
Absolutely loving how people are mad their 90 weapon isn't gonna scale and will become useless, as if it wasn't a piece of ***months ago.
Ragnarok.Raenil
Serveur: Ragnarok
Game: FFXI
By Ragnarok.Raenil 2013-05-22 20:56:37
Wrong, no time constraints, it only requires gil. Mythics require time.
Heavy metal plates don't come from a vendor. Someone has to farm them. Farming takes time.
In the case of HMPs, a really long time. Especially now that VW is dead. I'm pretty sure he meant to get a Mythic, you have to events with limited entry time. Einherjar and Nyzul Isle say hello.
You can obtain Currency and HMP's outside of Void Watch and Dynamis from other players work. Ichor and Nyzul Points cannot.
Serveur: Asura
Game: FFXI
Posts: 546
By Asura.Echandra 2013-05-22 20:56:53
Dear SE:
get rid of crystal petrifacts in the same treasure pool slots as the major items, or just make them buyalble with cruor like the KI for prov watcher, that way the people 'new' to T6 VW can still selectively participate unlike those of us who have like hundreds of kupo items at this point and don't even need to remotely see a petrifact...ever.again.
Introduce a heavy metal purse that gives 2-6 heavy metal on lower tiers say Home city IV, Jeuno T3 Trio, Tav/Aht level 1 instead of a single plate...and in zilart cange Heavy metal pouches count to 6-15. Little things like this would increase people's interest since they know they will get greater returns.
By Enuyasha 2013-05-22 21:01:03
Dear SE:
get rid of crystal petrifacts in the same treasure pool slots as the major items, or just make them buyalble with cruor like the KI for prov watcher, that way the people 'new' to T6 VW can still selectively participate unlike those of us who have like hundreds of kupo items at this point and don't even need to remotely see a petrifact...ever.again.
Introduce a heavy metal purse that gives 2-6 heavy metal on lower tiers say Home city IV, Jeuno T3 Trio, Tav/Aht level 1 instead of a single plate...and in zilart cange Heavy metal pouches count to 6-15. Little things like this would increase people's interest since they know they will get greater returns. that and abolish the completely *** .6% chance that items will fall into your chest.
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-22 21:07:07
I am waiting for Tenshibaby to come in and say this is Obama's fault.
I plead the fifth.
[+]
Serveur: Shiva
Game: FFXI
Posts: 9
By Shiva.Lethalg 2013-05-22 21:10:08
At this point idc if they even bump my polearm up. It's just like the old days, the only DD people are gona want is a SAM with a Hagun, i mean Ugu.... All I can say is I hope realm reborn is good. Not ready for a franchise that i have loved since the F'ing super nintendo to die to me.
[+]
Serveur: Siren
Game: FFXI
Posts: 344
By Siren.Knivesz 2013-05-22 21:13:34
Dear SE:
get rid of crystal petrifacts in the same treasure pool slots as the major items, or just make them buyalble with cruor like the KI for prov watcher, that way the people 'new' to T6 VW can still selectively participate unlike those of us who have like hundreds of kupo items at this point and don't even need to remotely see a petrifact...ever.again.
Introduce a heavy metal purse that gives 2-6 heavy metal on lower tiers say Home city IV, Jeuno T3 Trio, Tav/Aht level 1 instead of a single plate...and in zilart cange Heavy metal pouches count to 6-15. Little things like this would increase people's interest since they know they will get greater returns. that and abolish the completely *** .6% chance that items will fall into your chest. The plates idea sounds cool but I dont think they need to bother increasing the drop rates of the equipment since most are trash now anyway. Only thing I can think of that is still useful are the meikira meikogai and to a lesser extent heka's and anhur (both of which are macro pieces which you can live without anyway).
Serveur: Ragnarok
Game: FFXI
Posts: 585
By Ragnarok.Presidentobama 2013-05-22 21:15:59
Just let them die. Building a weapon once should not be a ticket to having the best weapon in the game 10 years down the line.
New content happens, new gear happens, get over it. If you want your old gear to stay relevant forever, why even continue playing?
99 Empys at most four years old, maybe two. Where do you get ten years? So its not bad to say they should be best. My proof their are even less 99 Empys than mythics in game.
Serveur: Siren
Game: FFXI
Posts: 344
By Siren.Knivesz 2013-05-22 21:18:40
Ragnarok.Presidentobama said: »Just let them die. Building a weapon once should not be a ticket to having the best weapon in the game 10 years down the line.
New content happens, new gear happens, get over it. If you want your old gear to stay relevant forever, why even continue playing?
99 Empys at most four years old, maybe two. Where do you get ten years? So its not bad to say they should be best. My proof their are even less 99 Empys than mythics in game.
Calling BS on this lol. Should at least post some source to back up this claim.
Serveur: Valefor
Game: FFXI
Posts: 19647
By Valefor.Prothescar 2013-05-22 21:24:17
According to the 2012 Vana'diel Census, there were 578 completed mythics and 696 lv99 emps in may 2012. About time for another one of those to happen.
| 04-26-2013 12:52 PM | | Akihiko Matsui | | Dev Team |  |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
| 05-09-2013 10:15 AM | | Slycer | | BG Translator |  |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
| 05-09-2013 2:19 PM | | Akihiko Matsui | | Dev Team |  |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
| 20 |
|
Delve (Boss monsters) |
|
|
| 19 |
|
|
|
|
| 18 |
|
|
|
|
| 17 |
|
|
|
New Additions to Wildskeeper Reives |
| 16 |
|
|
|
|
| 15 |
|
|
|
|
| 14 |
|
Delve (NM group 2) |
|
|
| 13 |
|
|
|
New additions to Skirmish |
| 12 |
|
|
|
|
| 11 |
|
Delve (NM group 1) |
|
|
| 10 |
|
|
|
|
| 9 |
|
|
|
New additions to Colonization/Lair Reives |
| 8 |
|
|
|
| 7 |
|
Wildskeeper Reives |
|
| 6 |
|
Skirmish |
|
| 5 |
|
Colonization/Lair Reives |
|
|
| 4 |
|
|
|
| 3 |
|
|
|
| 2 |
|
|
|
| 1 |
|
|
|
| Content Level |
|
Up to April 2013 |
|
Next version update (currently adjusting) |
|
Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
I did not revive this thread for people to argue or cause trouble.
Please behave, or you will be removed from discussion.
| 05-22-2013 09:46 AM | | Slycer | | BG Translator |  |
| | Matsui: RMEC Follow-up
Hello, it's Matsui.
I'd like to thank you again for your feedback on Relic, Mythic, Empyrean, and Coin weapons (RMEC). The posts both in favor and opposed to the suggested changes were very helpful.
Since I have thoroughly read through your opinions, at this point we will close this thread and begin development work based on the following policies (even though this is almost the #1 thread).
Perform the adjustments for Relic, Mythic, and Empyrean weapons.
All weapons that have been upgraded to level 99 will be subject to this adjustment (with or without Afterglow).
Instruments and shields will be outside the scope of these adjustments.
The upgrade will not happen in multiple small intervals, like with Trial of the Magians.
The performance of the weapons will be adjusted to allow them to fall into the category of the strongest available options.
We will continue to look into unlocking the exclusive weapon skills from Coin weapons.
For coin weapons, although I think the general idea and direction is good, there is a need for some further analysis, so we will continue to consider these upgrades.
Once we have some more solidified information on upgrades to the RME weapon groups and further studies on the Coin weapons, I will get back to you with more detail.
Thank you very much!
Translated by: Slycer | |
| 05-22-2013 01:15 PM | | Akihiko Matsui | | Dev Team |  |
| | Matsui here.
I’d like to once again thank you all for the feedback on relic, mythic, empyrean, and coin weapons.
I’ve read over all of the feedback, both for and against, and have taken it into consideration.
As it would appear that pretty much all your feedback has been posted, I will be closing this thread and working on the below plans: (Most of it is from my original post)
Perform revamps on relic, mythic, and empyrean weapons.
The weapons to be revamped are the level 99 versions of the above mentioned weapons including the non-afterglow ones.
Shield and instruments will not be included in these revamps.
Revamps will not be performed multiple times in short intervals like Trials of the Magians.
The stats after the revamp will make it so they can be an option amongst the other powerful weapons.
We will continue to look into unlocking the weapon skills from coin weapons further.
In regards to coin weapons, as we are only at the stage where we are considering the basic direction to do this, we will continue to look into this due to the fact that it needs additional scrutiny.
Once we’ve solidified all the plans for the weapon revamps and the result of our discussions for coin weapons, I will be sure to let you all know.
Thank you very much. | |
|
|