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Matsui: "Don't throw away your R/M/E weapons yet"
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 11:21:58
I love how some of you portrays a casual as someone who is happy with an AH weapon/armor. Lots of them took their time and farmed empy/relic even if it took them half a year. They are just as pissed.
I've stopped looking at this as a way for them to keep you happy and started looking at it from a what benefits the company more angle. Clearly if you think they care about your anger over the anger of their shareholders or who is in charge then you are delusional. SE is going to do what is best for the company. Maintaining a 10+ year old game that has slowly dwindled in player base over the years when they have a shiney new toy is not in their best interest.
Bismarck.Momokiri
サーバ: Bismarck
Game: FFXI
Posts: 41
By Bismarck.Momokiri 2013-04-30 11:22:37
Laughed at this way more than I should have.
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Bismarck.Altar
サーバ: Bismarck
Game: FFXI
Posts: 1676
By Bismarck.Altar 2013-04-30 11:23:54
Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
This kinda doesn't make much sense. HMP is/was one of the major reasons people still do/did voidwatch at all, on bismarck at least.
If the demand for hmp increases again, and the price rises, people will continue to do VW just to sell the plates.
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サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 11:25:14
Lakshmi.Sparthosx said: »Id be bashing roots and lairs so much happier if HMPs and pouches dropped off them. *** the lore, these plates are so compact and heavy that they ignore the rules of logic. I wouldn't say pouches dropping would be realistic since you can have 40+ people in a reive and there is a theoretical 20 or something an hour.
Edit: actually more like 40, I forgot lair reives could count.
Make it a subcategory of something players can do. Much of the griping has come from R/M/Es being obsolete so let players more readily 99 them in the meantime while they're "bad" until SE makes them "good".
Good players will walk into SEs reward buff with updated weapons using the current things to tide them over and whiners will continue to whine as they always have.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 11:25:22
Plates pouches should drop on other nms other than t3 zilarts.
サーバ: Fenrir
Game: FFXI
Posts: 3351
By Fenrir.Terminus 2013-04-30 11:26:38
If/when they implement a sytem that puts r/m/e on top of all other weapons would people seek to obtain the best? Or would they be happy to settle for sub-par? If they aren't happy with being sub-par and r/m/e are once again on top or the standard then dynamis/salvage/voidwatch all become viable content to do. It's really not viable to voidwatch only for the HM.
It's easier than old dynamis; very much less planning and coordination required. Not as easy as new dynamis; as it does require other people to participate.
Either way, people do these targeting specific items, while the rest are useless to them. The cost/benefit of doing either is up to the individual, or course, but I think it's just fine.
Plates pouches should drop on other nms other than t3 zilarts.
This would be pretty welcome, if only for the sake of variety.
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サーバ: Lakshmi
Game: FFXI
Posts: 10394
By Lakshmi.Sparthosx 2013-04-30 11:29:26
Plates pouches should drop on other nms other than t3 zilarts.
Qilin>> Ih8u
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サーバ: Leviathan
Game: FFXI
Posts: 125
By Leviathan.Tribalprophet 2013-04-30 11:30:43
Maby we'll get to go back to the old days where you need a dedicated group of people to get ***done.
Oh God I hope not. People have jobs and families now. The whole "FFXI is like a second fulltime job" mentality has been pretty much dead for years because players left it behind on purpose.
The last thing this game needs now with it's dropping player base is to force content that makes people resort to mandatory ls events and farming 6 days out of 7 with a "free day" once a week where you actually get to enjoy the game or just not log in for 24 hours.
The old days can rot for all I care, I get that things have to change and new stuff has to come out that improves on old gear. But that doesn't mean that we start releasing gear with STR+723 on it either. There had to be a middle ground that SE tripped right over while making up some of these stats.
Asura.Sechs
サーバ: Asura
Game: FFXI
Posts: 10098
By Asura.Sechs 2013-04-30 11:36:58
Plates pouches should drop on other nms other than t3 zilarts. Please!
And with with the same drop rate as single HMP pieces!
Am I asking too much?!
Actually I think I am.
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Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-04-30 11:39:34
Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
This kinda doesn't make much sense. HMP is/was one of the major reasons people still do/did voidwatch at all, on bismarck at least.
If the demand for hmp increases again, and the price rises, people will continue to do VW just to sell the plates.
VW is dead on our server and if a shout forms it takes forever, vw remains a pretty terrible way to make gil/hr. I dont think anything short of plates spiking back up to 100k+ each would increase participation.
The supply is so scarce that I think people will remain too afraid to invest gil in the items for the 95+99 stages and then sit on them until we see what the post-99 path on empyreans is.
I'd love to 99 my armageddon if it has a decent upgrade path with their upcoming system. Right now it feels risky taking it past 90 given the ridiculous new weapons theyve been adding.
Dynamis money is all under 5k now, plates are 65k, and I bought a ton of alex for 8k ea this morning. Confidence in making R/M/E is at an all time low right now.
Valefor.Sapphire
サーバ: Valefor
Game: FFXI
Posts: 1828
By Valefor.Sapphire 2013-04-30 11:50:43
Plates pouches should drop on other nms other than t3 zilarts. They could just reskin salvage for a 3rd time and replace cotton pouches with plates, linen purses with heavy metal plate pouches, and single alexandrites with logs.
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Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 11:53:39
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity.
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 11:57:35
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity. Aegis could still be worth it, Burtgang would probably mean your DDs would have to gimp the *** out of themselves to let you hold hate with these new weapons. Then again Idk how the damage/ability split on enmity is anymore since the update to it so I could be wrong.
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 12:01:04
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity. Aegis could still be worth it, Burtgang would probably mean your DDs would have to gimp the *** out of themselves to let you hold hate with these new weapons. Then again Idk how the damage/ability split on enmity is anymore since the update to it so I could be wrong.
I remember a time when the battle relied upon steady/controlled damage. And if it got out of control then people wiped or made the battle much more troublesome than it needed to be. I think this was called Strategy. It is something that has been absent from the game for a while and I welcome it back with open arms and smiles.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-04-30 12:01:16
I think Atonement has made a comeback.
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 12:04:15
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity. Aegis could still be worth it, Burtgang would probably mean your DDs would have to gimp the *** out of themselves to let you hold hate with these new weapons. Then again Idk how the damage/ability split on enmity is anymore since the update to it so I could be wrong.
I remember a time when the battle relied upon steady/controlled damage. And if it got out of control then people wiped or made the battle much more troublesome than it needed to be. I think this was called Strategy. It is something that has been absent from the game for a while and I welcome it back with open arms and smiles. There is no point in a strategy that makes things longer or more difficult. If the new swords allow your damage dealers to do more damage with out pulling hate and do not put your survivability at risk then using burtgang to turtle would be an inferior strategy to using them to deal more damage and thus generate more hate.
Valefor.Omnys
サーバ: Valefor
Game: FFXI
Posts: 1759
By Valefor.Omnys 2013-04-30 12:05:36
VW is dead on our server and if a shout forms it takes forever, vw remains a pretty terrible way to make gil/hr. I dont think anything short of plates spiking back up to 100k+ each would increase participation.
QFT (same server), even Qilins can take 20 mins to put together (not being a smartass) and you never see anything else anymore. I've joined gaunab only to afk for an hour while people try and find only 6 or 8 people in the group.
I saw a shout the other day for jeuno t2 clear that said "all will be weakener'd"
Even if plates dropped off everything, people would still only hit the easy NMs as choice. They'd still rather do Qilin than Kalasutrax or mini-DL (in dunes).
Cerberus.Detzu
サーバ: Cerberus
Game: FFXI
Posts: 869
By Cerberus.Detzu 2013-04-30 12:05:44
Carbuncle.Dominico said: »The only concern I'm having as far as them upgrading R/E/M is the fact that it's almost positively going to be only the 99 versions that get upgraded. Just don't have the time/energy to get an emp to 99, and I know the 90s are just going to be completely ignored.
Even comparing a 90 emp to a 99 r/m is ignorant. Why wouldn't you want to upgrade your 90 emp to 99? Because it takes effort and costs gil? What are you playing this game for anyway if you are gonna complain that they didn't hand you the tools to upgrade your current gimp p.o.s. weapon when they just practically handed you something that is better than anything else you can get. Unless they give some new reasons to do Voidwatch there will not be enough Heavy metal coming into the server to make taking an emp past 90 viable. It has nothing to do with effort or gil, the supply simply will not be there.
Unless the upgrade on 99 emps worth it there will be no more reason to do VW and with the shitty drop rate that would just mean the and of the emps.
Ragnarok.Ashman
サーバ: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-04-30 12:06:52
You know the cliché where the shop owner buys an insurance policy, lights the store up, and skips town?
SE makes XIII
SE makes XIV
SE releases XIII-2
SE remodels XIV the first time
Tanaka *moves on* aka rats leaving sinking ship
A Realm (company) re-born (third attempt at bankruptcy)begins beta because "pimp my riding" a 4 year old game is totally smarter than just starting over
CEO fired
Now, if your company was in financial turmoil. Like.... if you were 1 more "lightning re-re-returns" away from being the Japanese EA, you think you'd just do what the people want and bank a couple dollars to save money, right? Get back on your feet?
NO, *** THAT! WE'RE GOING TO MAKE AS MANY WAVES AS POSSIBLE! At this point I think SE deserves to go under. I've been rose-colored glasses'ing everything since FF8 remembering the good times with SNES era Squaresoft. It's time to put her down. The gaming world needs this before we get FF7 DS-VITA:REHASH with bonus content for dancing on the corpse of their original thoughts from 10 years ago (or their awful thoughts from 3 years ago).
Siren.Mosin
By Siren.Mosin 2013-04-30 12:07:16
Bismarck.Punchus
サーバ: Bismarck
Game: FFXI
Posts: 233
By Bismarck.Punchus 2013-04-30 12:08:09
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity. Aegis could still be worth it, Burtgang would probably mean your DDs would have to gimp the *** out of themselves to let you hold hate with these new weapons. Then again Idk how the damage/ability split on enmity is anymore since the update to it so I could be wrong.
I remember a time when the battle relied upon steady/controlled damage. And if it got out of control then people wiped or made the battle much more troublesome than it needed to be. I think this was called Strategy. It is something that has been absent from the game for a while and I welcome it back with open arms and smiles. There is no point in a strategy that makes things longer or more difficult. If the new swords allow your damage dealers to do more damage with out pulling hate and do not put your survivability at risk then using burtgang to turtle would be an inferior strategy to using them to deal more damage and thus generate more hate.
This is all dependent on the content. I can't say that turtling is or isn't going to be the best way as I've not experienced Delve yet. Just saying that mind numbingly smacking an NM with auto-reraise isn't a realistic or fun way to play. And any strategy that doesn't involve it is one that i'm in favor of.
By Quiznor 2013-04-30 12:11:52
When they said buff R/M/E,didnt they say they'd make them relevant again? Not make them top?
People seem to forget this
VIP
サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-04-30 12:13:37
Quiznor you trying to stir up trouble in my topic? :|
Ragnarok.Ashman
サーバ: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-04-30 12:14:30
Carbuncle.Skulloneix
サーバ: Carbuncle
Game: FFXI
Posts: 15018
By Carbuncle.Skulloneix 2013-04-30 12:16:25
Quiznor you trying to stir up trouble in my topic? :| Lock the purple, make all the bad men go away ; ;
By Quiznor 2013-04-30 12:17:40
Quiznor you trying to stir up trouble in my topic? :|
I could easily do that if I wanted to and you know it!
I dont swing that way ash ;-;
Asura.Ina
サーバ: Asura
Game: FFXI
Posts: 17912
By Asura.Ina 2013-04-30 12:20:59
There are still a few r/m that are worth the effort. Aegis and Burtgang are well worth the time and effort as they push PLD beyond the cap limits. Other weapons have uses for other jobs still. Apoc for DRK is still viable as a way to be self sustained. Sure it's not top notch but it still serves its purpose. The new gun is by far going to out damage my 99 anni but it isn't going to be able to shoot a coranach for -emnity. Aegis could still be worth it, Burtgang would probably mean your DDs would have to gimp the *** out of themselves to let you hold hate with these new weapons. Then again Idk how the damage/ability split on enmity is anymore since the update to it so I could be wrong.
I remember a time when the battle relied upon steady/controlled damage. And if it got out of control then people wiped or made the battle much more troublesome than it needed to be. I think this was called Strategy. It is something that has been absent from the game for a while and I welcome it back with open arms and smiles. There is no point in a strategy that makes things longer or more difficult. If the new swords allow your damage dealers to do more damage with out pulling hate and do not put your survivability at risk then using burtgang to turtle would be an inferior strategy to using them to deal more damage and thus generate more hate.
This is all dependent on the content. I can't say that turtling is or isn't going to be the best way as I've not experienced Delve yet. Just saying that mind numbingly smacking an NM with auto-reraise isn't a realistic or fun way to play. I'm not disagreeing with you there but while angry zergs might not be fun it is just another form of strategy. As a base your strategy should always allow you to win the fight as quickly as possible while minimizing the risk to yourself. Sometimes this involves a zerg, either from the start, from a certain point or between 2 points if the mob goes through phases. In which case trading survivability for damage on pld could be worth it to generate extra hate and keep it a bit longer through said zerg.
What is even less fun than a zerg to me is DDs engaging only to WS, barring a difference in gear a tank should be able to hold hate with out their DDs having to cut their damage in half.
Ragnarok.Alahra
サーバ: Ragnarok
Game: FFXI
Posts: 296
By Ragnarok.Alahra 2013-04-30 12:23:08
I don't see the big deal? When people first got Ukon is ***on, and still shits on Bravura. People felt cheated that relics are far more difficult to get then an empyrean, yet the empyrean were better. Along came ToM for relics and the masses were put at ease.
This is the same scenario again. Both my mythics are ehh atm, but that is clearly going to be fixed. Let up on the Q's!
In part it's a matter of when, but also the worry that they're going to keep doing this every few updates, since they've said they want to move to a more incremental gear model, with gear having different tiers. If they regular invalidate a previous tiers weapons, they're going to have to update REM weapons constantly to keep them up to par, and they will basically never be worth the effort because of all the time that they're "dead" weapons.
It also has a weird effect of completely trivializing anything you do have to go back for, moreso than say, Dynamis is trivial now. The damage on those weapons is so much higher than anything we've ever seen before that there will literally be no point to anything except burning to 99, buying one of these new insane weapons, and diving into the latest content. It becomes a situation where only the latest content matters, because it's completely out of proportion with everything else.
Do you honestly think a group of perle/teal/aurora gear wearing nubs who burned a 99 job and bought one of these weapons is going to be able to win at anything in what is currently considered end game content? The weapon is only as good as the player using it. Sure all of these weapons have the potential to be the best right now. But you aren't going to do ***with a great weapon when you have ***for gear. And currently if you haven't done any of this "now pointless to do content" to obtain the proper gear to play your job the right way then your are going to have limited success in doing the endgame content. And good luck finding a group of people that are going to want to waste their time doing these events with people who are to damn lazy to gear their jobs properly especially since the "old content is too easy".
It's not about people with perle/teal/aurora. They'll certainly be able to farm Bayld gear with the new weapons (they can already do it without them). I don't know how it is on your server, Dyna/VW/Abyssea/Salvage/NNI are all dead on my server. Shouts take forever to form for clears, currency prices have plummeted, etc. Why would someone sit in a VW clear for hours just to clear it, or spend forever trying to get people together for their Aby +2s/ZB clears when they can buy a 200+ DMG weapon and go to town on Bayld gear? If they farm Bayld, they can get into Wildskeepers as well because there's no barrier for entry other than having your own KI. As long as you survive at the end you can leech and get drops just like the people that did all the work to get "proper" gear previously.
I'm stuck in the middle on all of this, to be honest. I just came back, and as a fairly casual player, I'm almost "finished" with all my Aby gear (with 90 Emp being all that remains). I've only just started working on VW clears and farming currency for Kikoku as well, and the well has nearly dried up on both of those. Even now, knowing that REM updates should be down the pipeline and wanting to continue work on both weapons to be prepared for that, I'm largely out of luck because demand for both has plummeted and even the gear rewards are somewhat suspect now in terms of effort/time, so no one is doing the content needed to put the upgrade items in the economy.
The whole machine worked because everyone needed Abyssea/VW/Dyna/Salvage for weapons as well as gear, which meant both the high end players and lower end folks were doing all the events. Now, the higher end players have no real reason to do anything except for SoA content, which means newer players who, according to you, should still have to do the older content, will have a pool of fewer and fewer players to draw from to actually *do* that content.
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サーバ: Bismarck
Game: FFXI
Posts: 175
By Bismarck.Oldmancebi 2013-04-30 12:26:57
Someone on BG said that "SE said they plan to update R/E/M without actually updating their base damage". Has anyone heard this as well? I don't remember hearing anything about this.
BG is credible?
EDIT : We might be a little butthurt, but, surely it just messes up DMG per level on any weapon until 99 etc
For example, most swords around 90-99 have around 55~70ish DMG on them at the moment. Then it just skyrockets with Buramenk'ah sitting at 130 DMG let alone the other god like stats on it.
I'm all for new content, but it just seems like the gap between current weapons at the moment whether they are R/M/E or not and these newly added ones leave a huge gap.
I don't know if they'll overhaul everything but if you understand what I'm trying to say, just seems like 90% of current weapons won't even come close
04-26-2013 12:52 PM | Akihiko Matsui | Dev Team | |
| | I'd like to deeply apologize for mentioning "Don’t throw away your relic, mythic, and empyrean weapons" during an interview. Relic, mythic, and empyrean (below R/M/E weapons) take a great deal of time and difficulty to obtain, and this expression was extremely lacking in consideration for all of the players who tried so hard to complete them.
What I wished to convey was that we will be implementing a system to build on R/M/E weapons, so please have them in your possession, and there was no other meaning intended.
In regards to this system, the outline has been finished; however, we have yet to test if what we have planned can be realized and if we can secure the proper amount of manpower to continue it. We are at a point in time right now where it's difficult to explain the details, so please allow us to discuss this another day.
For the Adoulin end-game content aimed at the top players, where they can obtain high level equipment as well, we will gradually make adjustments to difficulty so that once new end-game content is released you'll be able to obtain these items if you put in a bit of effort.
Also, we will similarly be adjusting content in existing areas, though it may take some time and be a limited time event. | |
05-09-2013 10:15 AM | Slycer | BG Translator | |
| | Matsui: Follow up on Level 99 Relic, Mythic, Empyrean, and Coin Weapons
Hello, it's Matsui. Thank you for all of your opinions about Relic, Mythic, Empyrean, and Coin weapons (hereafter, RMEC). They were very helpful.
After reading all of the varied opinions, we have decided that rather than unlocking the weapon skills specific to each weapon, a reworking of RME weapons would be more effective (for coin weapons, more information will be provided later, but we plan to allow these to unlock the dedicated weapon skills).
I have written and reorganized this in various ways and it has become quite lengthy with examples. After you have gotten a chance to look over it, please let us know if you have any further opinions.
Content Level
We received many questions about the parameters of Adoulin equipment. Because this is an important part in order to be able to understand the reworking of RME so you can provide your opinion, please allow me to repeat the explanation for content level and growth in Seekers of Adoulin.
In Adoulin, the basic design is a repeated play cycle where players become stronger and stronger as they align themselves with equipment obtained from challenging content which, in turn, allows them to take on even more challenging content.
By aligning themselves with this equipment, players will continue to grow even without leveling up.
The content level of Adoulin content is set as follows:
[[Info below is much better formatted in a table on the original post.]]
20: Delve (Boss Monsters) (Current)
17: Wildskeeper Reive (New Additions) (Next Version Update)
14: Delve NMs (Tier 2) (Current)
13: Skirmish (New Additions) (Next Version Update)
11: Delve NMs (Tier 1) (Current)
6-9: Colonization / Lair Reives (New Additions) (Next Version Update)
7: Wildskeeper Reive (Current)
6: Skirmish (Current)
1-5: Colonization/Lair Reives (Current)
The strength of the equipment that can be obtained, rather than the level of the equipment, will be dependent on the content level. The equipment to be added later in Adoulin will of course be equippable at level 99, but the level of the equipment parameters would be even higher to match the content level (for example, similar to what level 110 or 120 equipment might look like).
While the strength of the monsters which appear is determined to match the content level, in order to fill out the hierarchy between content to some extent, we have designed monsters of variable strength. The parameters of the equipment that can be obtained in Adoulin is set by determining the parameters that would be necessary to compete with those monsters.
The level of current and planned content is set to minimize the gaps between content level, but we may also insert additional intermediate content if the jump between levels remains too high.
In some cases, content variations will cause content to cover multiple levels. We also plan to enhance the amount of content available horizontally at individual levels, rather than just vertically over the content level range.
The content in the next version update will be added with this in mind.
Referencing the "next version update" items above, it will be possible to add new colonization and lair reive equipment purchasable for Bayld in the level 6~9 range (which currently includes Skirmish and Wildskeeper Reives). In addition, we will be inserting new content at levels 13 and 17.
Also, one part of smoothing out the content level will be adjusted in a maintenance to be carried out of the end of this week: we will be adding a fixed probability to obtain the items needed to enter Skirmishes (Simulacrum Segments) from Lair and Colonization Reives. (This adjustment is unrelated to the current rules associated with coalition assignments, gathering, and Soul Pyres.)
By making this adjustment, the assumed progression will be:
1. First, take on lair and colonization reives.
2. As a result of those battles, obtain Simulacrum Segments.
3. Combine the segments in order to enter Skirmishes.
Reworking RMEC
Please excuse my lengthy explanation above. I'll now return to the topic at hand.
First off, since it is necessary for the development staff to further consider the implementation, we cannot guarantee the timeframe as far as whether it will be included in the next version update.
Regarding the types of parameters that would be reworked, special abilities such as Aftermath and Afterglow will remain, while parameters such as the DMG rating, attack, and accuracy will be set to match the content level post-rework.
Since the parameters will be reworked to become aligned with high content difficulty, we do not intend to rework it in small intervals such as with the previous method of Trial of the Magians.
Prior to now, RME were considered the strongest weapons, so I think there will need to be some change to this viewpoint. For those who have RME, you may not require the other weapons, but there now be a choice among other comparable weapons.
If you are worried about how these weapons will be able to be used, for example, against Delve boss monsters, here are some parameters which we are looking at for the reworking. This is just for RME one-handed swords as an example:
Excalibur
DMG:73 Delay:233 Attack+40
"Knights of Round"
Additional effect: Damage varies with HP
to
DMG:121 Delay:233 Attack+60 Accuracy+20
"Knights of Round"
Additional effect: Damage varies with HP
Burtgang
DMG:73 Delay:264 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
to
DMG:131 Delay:264 Attack+20 Accuracy+20 Enmity+18
Physical damage taken-18% Reduces Enmity decrease when taking damage
"Atonement"
Aftermath: Increases Acc./Atk./Occ. attacks twice or thrice
Almace
DMG:70 Delay:224 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
to
DMG:114 Delay:224 Attack+20 Accuracy+20 DEX+20
"Chant du Cygne"
Aftermath: Occ. deals double damage
Since coin weapons were originally just intended to be used for Empyrean weapon skills, based on the concept, I believe that instead of reworking them, they can be used to open the dedicated weapon skills (with certain level and job restrictions). We are currently considering the adjustment procedures necessary for this..
In conclusion
I've gone on for a while, so considering the reworking for level 99 Relic, Mythic, and Empyrean weapons as well as the unlocking of dedicated weapon skills via Coin weapons, please let us know your opinions. We will read through your thoughts one by one to make sure we understand your point of view.
Note that this is a large departure from the original plan. Considering the feasibility of scheduling this change, the development may take some time.
I apologize for keeping you waiting on my response.
Thanks in advance!
Translated by: Slycer | |
05-09-2013 2:19 PM | Akihiko Matsui | Dev Team | |
| | Follow-up: Level 99 Relic, Mythic, Empyrean, and Walk of Echoes Weapons
Matsui here.
Thank you all so much for the feedback on relic, mythic, empyrean, and Walk of Echoes weapons. It has helped out tremendously.
After reading over all of your feedback, instead of continuing the growth of these weapons by unlocking the weapon skills that are tied to each of the weapons, I feel it would be better to perform a revamp on RME weapons. (Regarding Walk of Echoes weapons, I will talk about this below, but they will be involved with unlocking the specialized weapon skills.)
I've been reworking a lot, and writing it all up, but it seems the post turned out rather lengthy, so once you have been able to read through it all and digest it we'd love to hear your feedback.
Content Level
We've received a lot of questions about the stats on Adoulin equipment, and I'd like to once again explain about growth and content levels in Seekers of Adoulin as this is a critical aspect in order to receive feedback on the revamps for RME weapons.
The content in Adoulin has been designed with a repeating play-cycle where you challenge content that you are able to at that moment in time, gather equipment, become stronger, and then take on higher tier content which will allow you to gather even stronger equipment.
It's through the procurement of equipment that will allow players to grow and level up.
We've established content levels for Adoulin content as a means to objectively display difficulty benchmarks. The below is a concrete illustration of these content levels.
20 |
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Delve (Boss monsters) |
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19 |
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18 |
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17 |
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New Additions to Wildskeeper Reives |
16 |
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15 |
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14 |
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Delve (NM group 2) |
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13 |
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New additions to Skirmish |
12 |
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11 |
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Delve (NM group 1) |
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10 |
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9 |
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New additions to Colonization/Lair Reives |
8 |
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7 |
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Wildskeeper Reives |
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6 |
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Skirmish |
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5 |
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Colonization/Lair Reives |
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4 |
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3 |
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2 |
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1 |
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Content Level |
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Up to April 2013 |
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Next version update (currently adjusting) |
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Equipment strength is dependent on the level of the content you need to challenge in order to obtain the equipment, not the level in which it can be equipped. With the gear that is released in Adoulin from here on out, they can be equipped at level 99; however, instead of considering these to be level 99 pieces of equipment, it would be better for you to think of their level in terms of the content level (for example, level 110 or level 120).
The strength of the monsters that will be introduced are matched to that of the content level, but since there is somewhat of a solidified hierarchy between content, it's been setup so that the strength can be felt with even one level difference in content level. Oppositely, the parameters on Adoulin equipment have been calculated and set in order to deal with these monsters.
Fundamentally we will be making it so that the content level for content to come in the future continues to become higher, but there may be cases where we fill in areas where there is a large jump in content level as needed.
Also, in order to make it so there are various types of content sprawled across a single content level, we are supplementing it with content variations. We've also designed plans to enable resting periods where we will expand laterally instead of vertically, because players may get burnt out going full steam ahead.
In the next version update we will be adding content focusing on filling in the gaps as well as supplementing with content variation.
In the above chart, please look at the “Next version update (currently adjusting)” column. For content levels 6-9 (Skirmish/Wildskeeper Reives), we will be adding equipment appropriate for these content levels that can be exchanged for Bayld along with new Colonization and Lair Reives. Additionally, we will be filling in content for levels 13 and 17.
For those players who are already able to take on Skirmish, Wildskeeper Reives, and Delve at this point in time, it will not be absolutely necessary to challenge this content, but we will be making the above adjustments in case you want to increase your success rate, or are feeling that the current situation is still a bit tough.
Also, as a plan to resolve the issue where Skirmish is not really connecting the content as was planned, we will be undergoing maintenance at the end of this week and making it so statue segments can be obtained from Colonization and Lair Reives at a set rate. (These adjustments are separate from the rules associated with obtaining these items via Coalition Assignments, HELM, and Soul Pyres.)
By performing these adjustments we envision the below flow:
Challenge Colonization and Lair Reives
Obtain statue segments by participating in these reives
Challenge Skirmish with the parts you have obtained
Weapon Revamps
Sorry, I got off track for a bit, but now I'd like to return to the topic at hand.
To start off, I still need to discuss the implementation period with the rest of the development team, so it will be a bit difficult to address this immediately in the next version update, and we cannot make any promises as to when this will take place.
In regards to the kind of stats that will be added when we revamp these weapons, fundamentally the afterglow and aftermath effects as well as the other special stats will carry over and we'll be setting damage values, attack, and accuracy stats to coincide with the content level.
While the stats will be quite strong, we do not plan on making it possible to continuously enhance them in short intervals like the original method of enhancing via Trial of the Magians.
However, RME weapons have been considered the ultimate weapons up until this point in time, but I feel that this needs to change a bit.
I would like to make a shift so that instead of having it so that other weapons aren't necessary if you have RME weapons, you have a choice. If you are happy with RME, then you can use RME, and for those who want other weapons you can use other weapons.
With that said, there may be players who are worried if these weapons will eventually become unusable, but to give an example we had the lead make some calculations for the stats needed to combat the Delve boss monsters, and the below is what the RME swords would look like:
Excalibur
DMG: 73 Delay: 233 Attack+40 "Knights of Round" Additional effect: Damage varies with HP |
↓
DMG: 121 Delay: 233 Attack+60 Accuracy+20 "Knights of Round" Additional effect: Damage varies with HP |
Burtgang
DMG: 73 Delay: 264 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
↓
DMG: 131 Delay: 264 Attack+20 Accuracy+20 Enmity+18 Physical damage taken -18% Reduces Enmity decrease when taking damage. "Atonement" Aftermath: Increases Acc./Atk./Occ. Attacks twice or thrice |
Almace
DMG: 70 Delay: 224 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
↓
DMG: 114 Delay: 224 Attack+20 Accuracy+20 DEX+20 "Chant du Cygne" Aftermath: Occ. deals double damage |
In regards to Walk of Echoes weapons, these were implemented with the concept of allowing players to use the specialized empyrean weapon skills, so instead of revamping them we felt it more appropriate to have them serve to unlock the weapons skills (planning to have restrictions based on jobs and level). Also, we are looking into adjustments for the method to create Walk of Echoes weapons.
In conclusion…
Apologies that this post is so long, but based on all of the above we would love to hear your feedback on the revamps to level 99 RME weapons and unlocking weapon skills with Walk of Echoes weapons.
I will be sure to read over each and every comment you all post.
My thoughts and ideas have completely turned around the plans that were originally drawn up, and I had to sit and really discuss the idea with the rest of the development team, including the possibilities of making this happen.
I apologize that this response was late and that I made you all wait.
Thank you all very much. | |
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