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Matsui: "Sorry to keep you waiting!"
Bismarck.Kelhor
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By Bismarck.Kelhor 2012-11-28 14:16:12
Also, given how many things they've been talking about fixing in SoA (the enmity system being the biggest, most glaring target) - wouldn't you rather wait until they get it right?
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Lakshmi.Rearden
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By Lakshmi.Rearden 2012-11-28 14:17:24
People said March because they thought it would come out after ARR, which people thought would be December because of Amazon.
ARR won't be out until Late-Summer at least, so if you're going to be naive and base release dates off of ARR, then you're looking at Fall2013 at the earliest.
Lakshmi.Byrth
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By Lakshmi.Byrth 2012-11-28 14:22:21
I bet on November-December 2013 when they announced it. SE is almost always late of their official release dates and they're obviously backed up trying to bail out FFXIV.
I bet we see a Meebles expansion in December and get Salvage in January or February.
Bismarck.Kelhor
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By Bismarck.Kelhor 2012-11-28 14:24:16
Honestly, I think even late-summer 2013 is optimistic for ARR. I bet SoA will beat it out the door, simply because it's an expansion, not the total rewrite that ARR is.
I'd actually expect July for SoA, and something like October for ARR.
Lakshmi.Rearden
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By Lakshmi.Rearden 2012-11-28 14:24:50
I think you spelled dominate wrong
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 14:25:25
I bet we see a Meebles expansion in December and get Salvage in January or February.
I'm fine with both of these things.
Valefor.Savain
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By Valefor.Savain 2012-11-28 14:25:52
Mods, please pardon my outburst, but I mother****ing love this guy.
Lakshmi.Byrth
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By Lakshmi.Byrth 2012-11-28 14:41:40
I think the worst part of waiting for SoA is that even once they "release" it we all know the content will be 1/4 complete and the storyline will be similarly dragged out over years and years.
Bismarck.Kelhor
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By Bismarck.Kelhor 2012-11-28 14:45:12
The more I think about SoA, the more I wonder what all is going to be in it. Previous expansions got to pad their zone count with exp areas (sync parties on colibri for WotG, colibris for ToAU, etc).
What exactly are all of the zones for SoA going to be full of?
Phoenix.Sehachan
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By Phoenix.Sehachan 2012-11-28 14:46:52
Well they announced a few interesting things to come out with it, which is awesome..just hope they have enough filler till then though, not sure if Salvage will last that long. Byrth mentioned Meeble expansions, which I didn't think about.
Bahamut.Dannyl
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By Bahamut.Dannyl 2012-11-28 15:00:37
Give us more meebles with more KI's to hold and/or meeble-duststones to be able to trade in, and abyssite-type things that can reduce the number of hours for a KI.... and I'll be fine waiting
Cerberus.Tikal
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By Cerberus.Tikal 2012-11-28 15:02:02
SE:
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By Fenrir.Nightfyre 2012-11-28 15:05:38
I don't think I know what through means in this case, sorry if I misunderstood. We'll often say that something is good through or will last through a certain date, which should be taken as it applying from now (or whenever it would be released) until that end date.
People made up spring. If it were slated for spring then they would have probably announced a release date sometime in the past 3 months.
They'll announce a concrete release date as soon as they possibly can (read: several (2-3 at least) months before it's slated for release) because as soon as they do, they'll start adding monthly subscriptions from people who want to get back up to speed before the new expansion. If people subscribe too early they may get up to speed too soon and unsubscribe again, especially with the nonexistence of current content of interest. I'd say 3 months before release is their target, preferably with a decent amount of relatively new content to boot (so probably not until neo-Salvage regardless). Whether or not things go to plan is an entirely different matter.
Honestly, I think even late-summer 2013 is optimistic for ARR. I bet SoA will beat it out the door, simply because it's an expansion, not the total rewrite that ARR is.
I'd actually expect July for SoA, and something like October for ARR. Depends on how the beta goes. Mid summer is doable if there are no major delays in beta, as that gives them a full six month window for beta testing. SoA... hard to say without having any idea of what kind of staff is on it, what exactly they're pushing for at release, or what kind of pressure they're seeing from higher-ups, but I could see April or May happening.
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Cerberus.Kengo
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By Cerberus.Kengo 2012-11-28 15:06:44
Quote:
As far as how to actually distribute rewards, we got a lot of feedback about this on the forum with respect to how we use low drop rates to adjust compensation to content difficulty. I believe we would like a point-based distribution method to be the standard method added for all situations.
This sounds familiar....
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:06:56
Three months is basically what I was thinking, but three month is also about the maximum I think they could forecast a release date and be sure they wouldn't have to push it back.
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By Fenrir.Nightfyre 2012-11-28 15:08:37
Yeah, it's a fine line. I also edited in a thought, they'll need more substantial content by then as well so you're probably looking at an announcement around the time neo-Salvage comes out unless Adoulin's release window is significantly past that point. That gives returning players Salvage, Meebles, Nyzul, Legion, and Limbus plus Dyna and Voidwatch if they're not up to speed on those events. Maybe Play as a Monster depending on whenever the hell that's coming out.
By Zackan 2012-11-28 15:10:13
The more I think about SoA, the more I wonder what all is going to be in it. Previous expansions got to pad their zone count with exp areas (sync parties on colibri for WotG, colibris for ToAU, etc).
What exactly are all of the zones for SoA going to be full of? Personal islands, two new jobs, and areas with content based on. How actively the zones re played in are the highlights for me
Phoenix.Sehachan
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By Phoenix.Sehachan 2012-11-28 15:10:40
I don't think I know what through means in this case, sorry if I misunderstood. We'll often say that something is good through or will last through a certain date, which should be taken as it applying from now (or whenever it would be released) until that end date. Okay thanks, I actually wasn't aware of this form.
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:10:54
WoTG had 2 months of warning for the release date. WotG was rehashed zones and no content for years.
Phoenix.Sehachan
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By Phoenix.Sehachan 2012-11-28 15:11:51
There's new hobbies too in Adoulin, they showed the icons with the names.
Cerberus.Kengo
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By Cerberus.Kengo 2012-11-28 15:13:07
WoTG had 2 months of warning for the release date. WotG was rehashed zones and no content for years.
But, but, but, but... it had new jobs.....
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By Fenrir.Nightfyre 2012-11-28 15:13:45
To be fair, they probably started developing WotG about a week before the announcement.
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:14:39
WoTG had 2 months of warning for the release date. WotG was rehashed zones and no content for years.
But, but, but, but... it had new jobs.....
Two inherently flawed jobs.
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:15:10
To be fair, they probably started developing WotG about a week after they released it.
ftfy^
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By Fenrir.Nightfyre 2012-11-28 15:16:19
I was going to say the day of but I figured the trailer (there was a trailer right? ancient history here) would loosely count as "development".
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:17:30
Dat mods.
Lakshmi.Byrth
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By Lakshmi.Byrth 2012-11-28 15:18:02
As for the "personal islands" or whatever. I strongly suspect it'll just be a different moghouse model with a few more functions. <_<
Hooray.
Fenrir.Sylow
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By Fenrir.Sylow 2012-11-28 15:18:58
As for the "personal islands" or whatever. I strongly suspect it'll just be a different moghouse model with a few more functions. <_<
Hooray.
But we can grow broccoli.
Phoenix.Sehachan
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By Phoenix.Sehachan 2012-11-28 15:19:58
It's nice to have expectations while we still can. Enjoying the time between the imagination and when they crush our dreams.
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By Fenrir.Leoheart 2012-11-28 15:21:43
To be fair, they probably started developing WotG about a week before the announcement.
Given their ego, this is probably true.
11-28-2012 11:15 AM | Slycer | BG Translator | |
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First pass translation. I'll run through it once more for clarity and meaning as it's rather long and detailed (and important).
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Progress Report (Sorry to Keep You Waiting!)
Hello, it's Matsui.
As always, thanks for continuing to play Final Fantasy XI.
A lot of time has passed since the last time I posted here, so I'd like to first apologize for that.
*Changes to Vana'diel over the past 2 years
*How our players feel about the game
And your questions about
*What's going on with the development and management teams
*What's the status on development progress
*What's the path moving forward
We understand each of these situations, and I wanted to develop an organized response to this. There have been many challenges over the past few months and I needed more time to develop my response because of this, but at this point I can't fairly ask for any more time. So, as an interim report, I wanted to discuss what we're working on now, and what we're planning on for the future.
◆The Roadmap
We are truly sorry that there have been such significant delays from the roadmap that was previously published. There were two reasons for this.
One was because the schedule was published before the announcement of "Seekers of Adoulin." The impact of the development work on Adoulin was much greater than we initialy forecasted.
The other is that the man hours it took to review the projects and feedback from the forum was also greater than the initial forecast.
I am considering creating and publishing a modified version of the roadmap through March 2013. Beyond that, we need some time so that we can both determine the real workload and redefine our development policies. It is important that we firmly establish this development plan for the new fiscal year and keep our players from becoming disappointed.
We understand that our players have been inconvenienced by this and may have some bitter feelings over it, but please give us a little more time.
◆The Current Situation
I'm happy to read all of the player feedback that we get, not only from the forums, but also from Twitter or directly from our players.
One of the concerns raised with content, for example, is that people are not able to form up large enough groups to participate.
While there is by no means a small amount of content and a lot of content requires a party or more, I believe that there are a lot of contributing factors as to why people have found it difficult to act as a full party.
Right now, there is very little content to play at a casual difficulty level, and for some players it has already run out. We've also received many suggestions from players who focus on the content with a higher degree of difficulty that they often have no reason to log on or they have little to do when they are on. A lot of this is because of poor item performance or unnecessarily difficult item acquisition.
◆Development Policies
So it's easy to understand, the main theme behind redefining our policies will be the following items:
*Content Design
*All Jobs
*Determining Item Performance
*Reward Distribution
First off, for players below level 99, we want you to become level 99 first. We are considering adjusting the level 95 limit break so that it can be done even solo. For players who have already become level 99, I would like to provide play situations of all varieties (solo/group, casual/difficult, etc.), and this will be the basis for new and adjusted content.
Once the top groups have exhausted the difficult content, we must also go in and make adjustments so that other players can come out with some reasonable success rate.
For example, strengthening players with additional equipment or job adjustments is one of the methods that we can use to directly reduce the difficulty of all content. Of course, those in the top group might be a little disappointed by this, but there is the assumption that at that point there will already be a new challenge with better rewards in place.
Also for existing content, to redefine the difficulty of getting the rewards, we will consider adjustments to the number of people required and the content's intended level range in order to meet the needs of whatever the current status in Vana'diel would require. This is especially true for adventurers who are just coming back now after a long break.
For the performance of items, the fact that the level will not continue to raise from 99 is one important factor that we would consider. There will be a need in the future to have both items that provide minor performance upgrades, as well as ones that provide significant upgrades.
As far as how to actually distribute rewards, we got a lot of feedback about this on the forum with respect to how we use low drop rates to adjust compensation to content difficulty. I believe we would like a point-based distribution method to be the standard method added for all situations.
For other things, we got a lot of feedback that battles at level 99 are just not well-balanced in general. For example, we need to make major adjustments to the processes related to enmity generation, and I suspect that there are issues with the TP system as well.
Now that I've outlined all of these, once we have a staff discussion based on player feedback, we will decide the timing of specific content introduction for the next fiscal year. Of course, since final decisions are not yet made, we are more than ever looking for player feedback here.
◆In Closing
We get a lot of Twitter feedback and I know a lot of you are looking for a lot of interaction there. I can tell you that I would be stuck to Twitter all day in order to do that, so I'm sorry if feedback is a little slow.
That said, with things a little calmed down, I would like to take more of a look there, as well as to take more notes based on the forum feedback and hopefully respond more here as well.
I'm still only learning as the new producer, but I can tell you that I will try my hardest so that we can together build a Final Fantasy XI that is loved by everyone. We ask for your continued cooperation and participation in the future.
Translated by: Slycer | |
Official Translation:
11-28-2012 05:07 PM | Akihiko_Matsui | Dev Team | |
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Hello.
Thank you all very much for your continued patronage of FINAL FANTASY XI.
Firstly, let me apologize that so much time has passed since my last post.
I have been struggling to comprehend each of the below points and organize everything to tell you all, and before I knew it, months had already passed by.
How has Vana'diel changed in the past two years?
How do all of the players feel about these changes?
What kinds of discussions are taking place within the development and operations team?
With what kind of intentions and ways of thinking is work being done?
What are the plans from here on out?
I'm at a point that I'd really like more time for all of this, but I can't just keeping saying that.
With that said, I'd like to share with you an interim report of what we are doing right now and what we would like to do moving forward.
Regarding the Roadmap
I apologize for the delays with the currently released roadmap. There are two reasons for this.
The first reason is that since the schedule was released before the announcement of Seekers of Adoulin, the effects of the development load for the expansion were much larger than anticipated.
The second reason is that the hours needed to work on and discuss all of the forum topics was much greater than we anticipated.
While we looked into a revised version of the roadmap to release, instead of redoing everything that was up until March 2013, we feel it's necessary to take time to build out a proper development plan from next year on, starting with redefining development plans and then deciding on the practical work content so that we do not disappoint all of you.
It's hard for me to ask this, as we've already caused everyone to worry and be inconvenienced, but please give us a bit more time.
Understanding the Current Situation
I have been reading over what everyone thinks, not only from all of the posts made on the forum, but from players' blogs, Twitter, and other sources.
For example, there's the concern with content and that the necessary content is not reaching the necessary people.
When thinking about the amount of content made thus far, it's not that the amount of content is skimpy by any means; however, I believe a contributing factor for this concern is that a lot of older content requires more than a party, but it has become quite difficult for a lot of players to do things with full parties these days.
Currently, due to the fact that there's a lack of low-difficulty and casual content, a majority of players are focusing on high-difficulty content, and there has been a lot of feedback that even though they log in they can't do what they want (nothing to do). Also affecting this is that things have become more complicated since adjustments have been made to drop rates and item stats.
Development Plans
With all that said, to make it easy to understand, we will be redefining and deciding on themes for the below points:
I'd personally like to see players that are below level 99 reach level 99 quickly (we will be looking into whether we can make adjustments so that the level 95 limit quest can be completed solo), and for players that have reached level 99, I’d like to create separate elements such as solo, group, casual, hardcore, and provide game play after defining themes for new elements and adjusted elements.
It's necessary to make adjustments to increase the win/success rate for content that has already been played out by the top groups so that players that come later can catch-up.
For example, strengthening players through job adjustments or the addition of gear works, but another good method is to directly lower the difficulty of content. Of course this is all on the basis that we provide another challenge and even better rewards for the top groups.
Also, in regards to existing content, we will be redefining the number of people required, the level spread, and reward difficulty, and look into making adjustments to fit the needs of the current Vana'diel.
(I feel it would be best to work on the paths to these various types of content for adventurers that are coming back after a long break.)
In regards to item stats, this is a crucial growth element as you cannot level up past level 99. It's necessary to release items with stronger and really good stats in the future. For how you receive items, as many of you have requested on the forums, I'd like to have a point system in place for when you miss out on a reward that has its drop rate set low due to difficulty adjustments.
Additionally, there are a number of things that need to be decided such as aspects of battle that are not balanced up to level 99. For example, I believe the workings of the entire enmity system needs adjustment and the problem of TP given to enemies is an important issue to look into.
Once the framework of all of this has been decided, I will talk to the staff and we’ll decide exactly what we would like to do from here on out. Once all the details have been organized I will be sure to share the future plans with you all. Of course that will not be the ultimate finalized plan, as we would like to really hear your feedback now more than ever.
In Closing
I believe there are quite a few of you who would like me to communicate swiftly and with a high frequency like when I was using Twitter. Back then I was able to focus on Twitter all day long, but unfortunately these days I'm not as free as I once was. Sorry about that.
However, once things calm down a bit I would like to show my face a bit more.
(Even though I am taking notes while I read the forum, I haven't been able to handle it all…)
I’m still in the midst of learning what it means to be producer, but I am doing the very best I can and would like to build a FINAL FANTASY XI with you all that will be loved by everyone.
Again, thank you all so much for your continued support.
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