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[Dev] Matsui: R/M/E/C Follow-up
Leviathan.Kincard
Serveur: Leviathan
Game: FFXI
Posts: 1442
By Leviathan.Kincard 2013-05-23 18:34:25
Dunno if I should keep this to PM, but figured I'd ask in case anyone else is confused. Was the only reason for closing the last thread that people were getting too heated? Because as far as I can tell the thread was still more or less on-topic which is pretty amazing for a thread that went to like 140 pages. It's hard to keep it from getting heated because the thread was basically the same conversation happening over and over once every 10 pages or whatever because someone new would enter the thread.
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VIP
Serveur: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-05-23 18:50:52
I think it was hard for moderators to keep track of what was going on, so Aelius had to close it.
I would of reopened the thread, but I also had my own issues with doing so. By making a new thread it lets people know that there is an update for the topic, but if I used the old thread people might of overlooked it thinking nothing has changed and they wouldn't know about the update.
If Aelius didn't lock it I would of kept the old thread, but I made my choice and it should be fine.
Diabolos.Prodigy
Serveur: Diabolos
Game: FFXI
Posts: 118
By Diabolos.Prodigy 2013-05-24 09:32:38
Come on guys, nobody wants to put work and effort in anymore lol. Instant gratification is way out of hand. Go get your delve weapons which will let you farm voidwatch more efficiently. Doesn't anyone like a challenge and sense of accomplishment anymore geez. It gives you a reason to keep doing some existing content. They hand things out on a silver platter nowadays. I personally enjoy working towards a goal. Having the damage tiered per level will make it less tempting to upgrade.
1. Have nothing > complain.
2. Get something > complain.
3. Get handout > :)
4. Find something else to complain about.
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Carbuncle.Darktrance
Serveur: Carbuncle
Game: FFXI
Posts: 203
By Carbuncle.Darktrance 2013-05-24 09:40:57
I'm not sure I understand why only Coin weapons would unlock weaponskills.
I'm a few lanterns from unlocking wildfire... seems silly that I should make a new inferior version of the weapon I have, doing essentially the exact same thing over again to get the WS.
Diabolos.Prodigy
Serveur: Diabolos
Game: FFXI
Posts: 118
By Diabolos.Prodigy 2013-05-24 09:44:56
Carbuncle.Darktrance said: »I'm not sure I understand why only Coin weapons would unlock weaponskills.
I'm a few lanterns from unlocking wildfire... seems silly that I should make a new inferior version of the weapon I have, doing essentially the exact same thing over again to get the WS.
Can think of it like a weaponskill quest :P
By Fumbles 2013-05-24 09:45:27
Do delve. What can you do now? Dynamis is easier, Voidwatch is easier, wait wait. . . anything out of Adoulin is easier now with just 30k plasm? Rejoice! Spend that time making that R/M/E that will get a boost later. You have your new bad *** weapon, now make something with that weapon. :3
Everything is cheap now. WoE weapons are 10mil, Relics are 70mil(and falling), Mythics are 300mil (And dropping, just not as fast) and Empyreans? Well new weapon, smash faces, and get drops, Horray!
Plus an awesome weapon that is easy to get, but is ugly? Oh no, better make myself stronger to do the Delve Megabosses later on that drop EVEN BETTER weapons with ascetic appeal too.
All will be well soon. At this time it seems the developers are giving us a chance to get ourselves stronger before they release more content.
We don't know what to expect with the R/M/E boost, but the past has shown that they always remember to give love to those weapons and boost them appropriately. This isn't the first time this boost has had to happen.
Diabolos.Prodigy
Serveur: Diabolos
Game: FFXI
Posts: 118
By Diabolos.Prodigy 2013-05-24 09:48:53
Do delve. What can you do now? Dynamis is easier, Voidwatch is easier, wait wait. . . anything out of Adoulin is easier now with just 30k plasm? Rejoice! Spend that time making that R/M/E that will get a boost later. You have your new bad *** weapon, now make something with that weapon. :3
Everything is cheap now. WoE weapons are 10mil, Relics are 70mil(and falling), Mythics are 300mil (And dropping, just not as fast) and Empyreans? Well new weapon, smash faces, and get drops, Horray!
Plus an awesome weapon that is easy to get, but is ugly? Oh no, better make myself stronger to do the Delve Megabosses later on that drop EVEN BETTER weapons with ascetic appeal too.
All will be well soon. At this time it seems the developers are giving us a chance to get ourselves stronger before they release more content.
We don't know what to expect with the R/M/E boost, but the past has shown that they always remember to give love to those weapons and boost them appropriately. This isn't the first time this boost has had to happen.
^ This
Cerberus.Detzu
Serveur: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-05-24 09:57:02
Ragnarok.Unleashedz said: »The effort to get a Delve weapon(s) is somewhat of a joke. Join shout, sit around on a job like cor that takes no knowledge of the job other than roll close to 11, get weapon that destroys a person who put in hundreds of millions of gil to acquire, and equip with with a gear set that makes no sense. Seeing a H2H mnk with a twilight belt and 100+ dmg H2Hs is a case of point. People who make R/E/M weapons make them because they love the job and tend to make more than one weapon for the job. This is the main reason why holders of these weapons are annoyed. Why spend 150-200m on a weapon just to get trumped by some idiot who doesn't have a clue? This is the reason why REM weapons need upgrading and soon, it will drive the good players away if it isn't changed
You do realize that twilight beats black belt now for tp in every situation now right? Sounds like the other people aren't the ignorant ones....
Why would you use twilight belt if you can cap haste without a belt?
Use windbuffet!
Edit : Plus you'll have hard time beating Black belt in your PDT set.
So Twilight belt is pretty much useless or highly situational on MNK.
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Bahamut.Bojack
Serveur: Bahamut
Game: FFXI
Posts: 2215
By Bahamut.Bojack 2013-05-24 11:50:32
Carbuncle.Darktrance said: »I'm not sure I understand why only Coin weapons would unlock weaponskills.
I'm a few lanterns from unlocking wildfire... seems silly that I should make a new inferior version of the weapon I have, doing essentially the exact same thing over again to get the WS.
I have a feeling it won't be as straight forward as just making a WoE weapon. Also I think it would be ridiculous to have to bring a WoE weapon to 99 to unlock the weapon skill. It's already possible to unlock the Mythic weapon skills which wasn't very hard before and is now incredibly easy to fly through Nyzul if you wanted one. I know there's a lot of Mythic WS that really are not that good on their own, but the same goes for Empyrean WS. I'm not saying unlocking Empyrean WS should be easy, but having to 99 a WoE weapon seems a bit crazy when you compare it to unlocking Mythic WS.
Leviathan.Kaparu
Serveur: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 11:53:41
Most Mythic WS are complete ***, most Empyrean WS are fantastic-- there's really no comparison
And 99 WOE weapons are a joke to make, regardless
Shiva.Paulu
Serveur: Shiva
Game: FFXI
Posts: 790
By Shiva.Paulu 2013-05-24 11:55:28
Watch them do something like let you cash in a 99 WoE weapon for an 85 Emp. lol
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 11:56:21
Still it's stupid that we're forced to camp lottery nms again for weapons we already made in the empyrean form.
Leviathan.Kaparu
Serveur: Leviathan
Game: FFXI
Posts: 949
By Leviathan.Kaparu 2013-05-24 11:57:29
Now that's something I can get on board with. Trial NMs were infinitely worse than Abyssea items ever were
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By Fumbles 2013-05-24 11:59:11
Still it's stupid that we're forced to camp lottery nms again for weapons we already made in the empyrean form. Would you rather they gave you a new set of NMs to farm for the WoE weapon? Or rather just have them scratch your back?
It is the same weapon up to a point (Much like a lot of trials), but at some point the weapon takes a new path and becomes something else. This isn't new other trials have done this in the past.
Phoenix.Damnit
Serveur: Phoenix
Game: FFXI
Posts: 38
By Phoenix.Damnit 2013-05-24 11:59:59
Do delve. What can you do now? Dynamis is easier, Voidwatch is easier, wait wait. . . anything out of Adoulin is easier now with just 30k plasm? Rejoice! Spend that time making that R/M/E that will get a boost later. You have your new bad *** weapon, now make something with that weapon. :3
Everything is cheap now. WoE weapons are 10mil, Relics are 70mil(and falling), Mythics are 300mil (And dropping, just not as fast) and Empyreans? Well new weapon, smash faces, and get drops, Horray!
Plus an awesome weapon that is easy to get, but is ugly? Oh no, better make myself stronger to do the Delve Megabosses later on that drop EVEN BETTER weapons with ascetic appeal too.
All will be well soon. At this time it seems the developers are giving us a chance to get ourselves stronger before they release more content.
We don't know what to expect with the R/M/E boost, but the past has shown that they always remember to give love to those weapons and boost them appropriately. This isn't the first time this boost has had to happen.
^ This Dont forget that if you beat the delve bosses and you dotn get the top tier weapon you want, you can always buy their stuff's for 170-200k plasm also
By Fumbles 2013-05-24 12:01:58
Do delve. What can you do now? Dynamis is easier, Voidwatch is easier, wait wait. . . anything out of Adoulin is easier now with just 30k plasm? Rejoice! Spend that time making that R/M/E that will get a boost later. You have your new bad *** weapon, now make something with that weapon. :3
Everything is cheap now. WoE weapons are 10mil, Relics are 70mil(and falling), Mythics are 300mil (And dropping, just not as fast) and Empyreans? Well new weapon, smash faces, and get drops, Horray!
Plus an awesome weapon that is easy to get, but is ugly? Oh no, better make myself stronger to do the Delve Megabosses later on that drop EVEN BETTER weapons with ascetic appeal too.
All will be well soon. At this time it seems the developers are giving us a chance to get ourselves stronger before they release more content.
We don't know what to expect with the R/M/E boost, but the past has shown that they always remember to give love to those weapons and boost them appropriately. This isn't the first time this boost has had to happen.
^ This Dont forget that if you beat the delve bosses and you dotn get the top tier weapon you want, you can always buy their stuff's for 170-200k plasm also I heard the megaboss weapons are 100k plasm. I also heard that just killing the megaboss alone yields 30k plasm. Airlixirs +2 (15mil) and the top tier (at the moment) delve weapons and gear also drop and then can also be purchased for 50-70k I think it was.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:02:20
Still it's stupid that we're forced to camp lottery nms again for weapons we already made in the empyrean form. Would you rather they gave you a new set of NMs to farm for the WoE weapon? Or rather just have them scratch your back?
It is the same weapon up to a point (Much like a lot of trials), but at some point the weapon takes a new path and becomes something else. This isn't new other trials have done this in the past. What? Empies should unlock the ws as well, that is all.
By Fumbles 2013-05-24 12:03:44
Still it's stupid that we're forced to camp lottery nms again for weapons we already made in the empyrean form. Would you rather they gave you a new set of NMs to farm for the WoE weapon? Or rather just have them scratch your back?
It is the same weapon up to a point (Much like a lot of trials), but at some point the weapon takes a new path and becomes something else. This isn't new other trials have done this in the past. What? Empies should unlock the ws as well, that is all. The way they are saying you get the weaponskill is by trading the weapon for it. You lose weapon and in exchange you get to use the ws. I would much rather trade a 99 WoE weapon for an Empy ws than I would my 99 Empy that cost a ton more, and will be receiving a boost of power soon.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:04:09
I heard the megaboss weapons are 100k plasm. I also heard that just killing the megaboss alone yields 30k plasm. Airlixirs +2 (15mil) and the top tier (at the moment) delve weapons and gear also drop and then can also be purchased for 50-70k I think it was. Don't over exaggerate in a thread where people are looking for actual information please. ^^ That is how bad rumors are made. Armour is 100-170k, the weapons are 200k. So don't spread rumours yourself.
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Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:04:54
The way they are saying you get the weaponskill is by trading the weapon for it. You lose weapon and in exchange you get to use the ws This is pulled out of your butt.
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By Fumbles 2013-05-24 12:06:49
The way they are saying you get the weaponskill is by trading the weapon for it This is pulled out of your butt. I think I am done here. There is a dev post from about a month ago that explained this all before. ^^ Find it and enlighten yourself. Notice my post and how I edited what I said. I apologize for the portion you quoted, but as far as I heard from a group that beat the megaboss, those were the numbers they gave me.
As for the WoE and Empy situation, look it up yourself or just assume I pulled it out of my butt.
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:10:17
Quote: 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.
Glad you're done here.
Serveur: Ragnarok
Game: FFXI
Posts: 209
By Ragnarok.Legendarycloud 2013-05-24 12:11:41
In regards to unlocking the WS's, these are my ideas:
Mythic WS's
- Leave it as is. Can already be unlocked.
Empyrean WS's
- talk to an npc with the 85+ Empyrean weapon equipped to unlock the WS.
--or--
- talk to an npc with the 99 WoE weapon equipped to unlock the WS.
Relic WS's
- talk to an npc with the 75 Relic equipped to unlock the WS
By Quetzacoatl 2013-05-24 12:12:00
Still it's stupid that we're forced to camp lottery nms again for weapons we already made in the empyrean form. YouTube Video Placeholder
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By Fumbles 2013-05-24 12:12:43
"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."
Watch out for the spitfire behind the keyboard everyone. ^^
Valefor.Sehachan
Serveur: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-05-24 12:13:36
In no way that says that you lose the weapon. I thought you were done. I already quoted it btw.
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By Fumbles 2013-05-24 12:13:44
"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."
Watch out for the spitfire behind the keyboard everyone. ^^ So no boost in power. Either they will be like the trial weapons that you use them enough to unlock and then you chuck, or you trade in and lose. Either way those items are inventory -1 once you get the weaponskill.
Bahamut.Bojack
Serveur: Bahamut
Game: FFXI
Posts: 2215
By Bahamut.Bojack 2013-05-24 12:14:54
Most Mythic WS are complete ***, most Empyrean WS are fantastic-- there's really no comparison
And 99 WOE weapons are a joke to make, regardless
Well I never said WoE were hard, just comparing. I'm sure if you didn't spend any gil it would take quite some time to farm all the items for a 99 WoE. I haven't done WoE in a while so I wouldn't know lol. I did some WoE weapons to 90 a while back so I'll hopefully have a head start. I did throw away my Daka +2 though when I got my Twashstar. I'm predicting something like this:
- Start a quest by trading your WoE weapon to an NPC after it is 85 or higher.
- Get WS points in increments based on the level of your WoE weapon. Maybe something like 99 = 250, 95 = 500, 90 = 750, 85 = 1000.
By Quetzacoatl 2013-05-24 12:15:51
"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."
Watch out for the spitfire behind the keyboard everyone. ^^ what does that even say about camping lottery NMs
By Fumbles 2013-05-24 12:17:09
"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."
Watch out for the spitfire behind the keyboard everyone. ^^ what does that even say about camping lottery NMs To make a WoE weapon is like making an empy weapon up to the items trading portion. You fight the same NMs as the empy weapon, only then it is aby items you trade for empy weapon or WoE items for the WoE version
| 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 |
|
| 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. | |
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. | |
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