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Matsui: "Sorry to keep you waiting!"
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サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2012-12-05 10:38:46
12-05-2012 06:44 AM | Slycer | BG Translator | |
| | Matsui Replies
#1
{{Quote of old post where he quoted someone else who was asking to take the rare tag off the items required for the final LB saying that he would follow-up on that and likely implement it}}
I want to give you some further news on this. After completing the verification QA, we were able to get this in for the December version update at the last minute. Specifically, we've applied the following changes:
*The "rare" attribute will be removed from fossilized fang, fossilized bone, seasoning stone, and olde rarab tail.
*The stack number will be changed from 1 to 12 on fossilized fang, fossilized bone, seasoning stone, and olde rarab tail.
(Accordingly, you will be able to obtain the olde rarab tail from Degenhard each time you trade the necessary items.)
While we were considering these changes, we also considered the time that it takes to obtain the items by defeating monsters, but we came to the conclusion that it was not necessary to adjust these drop rates. We certainly want the quest to become level 99 to be completed by as many players as possible, so please try to get through it now if you haven't already!
#2
{{Someone referencing the Utsusemi part of Matsui's post and asking to bring NIN tanking back for some battles, also asking why this was "traumatic" for Matsui, he mentioned that there was some "trauma" for him around this in his post.}}
I guess I didn't really explain. I wasn't traumatized by the use of shadow tanking as a battle tactic, but moreso by the history behind all of the monsters designed with countermeasures against shadow tanking! ><
Although I only vaguely remember this, in an old friend's blog, I remember reading something like "I thought I wouldn't recover from the accident today, but I was saved by a Stun! It was so wonderful ♡" and I remember thinking that shadow tanking strategies seemed to have spread way beyond just ninja.
#3
{{Quoted post that says while they know Embrava is too strong, they see that SCH will be much more undesirable for most battles, wondering if they will do anything to the job to counter that and make it more desirable again}}
Scholars have the ability to add long-lasting enhancing effects and a highly effective regen spell, which I think will be useful in content such as the new Salvage that is about to be implemented.
However, I understand that there is a chasm between the thoughts and ideas of the development side and the players. We will make the adjustments necessary based on everyone's feedback while closely monitoring the status in the future. We hope that you'll participate in this discussion in the future!
Translated by: Slycer | |
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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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