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#102 Jan 31 2013 at 11:01 PM Rating: Decent
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#103 Feb 19 2013 at 6:28 PM Rating: Excellent
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Akihiko Matsui wrote:

Enmity System Explanation and Planned Adjustments

Matsui here. Sorry to keep you all waiting so long.

I'd like to take a moment to explain about the workings of the enmity system, which will include some numbers. Furthermore, I would like to touch on the aspects we are trying to adjust.

Before I get into it, I'd like you all to understand that we will not be revealing all of the formulas and inner workings moving forward. Since we are dealing with the adjustment of the enmity system, which is very large, I feel it necessary to know the fundamentals and where we are coming from, and have decided to make a special exception this time.

Due to this, writing up this post was a bit tricky and there is quite a bit of text. However, in order to deepen the discussion related to enmity, please take a moment and read over the post.

--

The Enmity System

Quantification

The enmity system is such that a monster will attack the player that is threatening them the most. In order to determine which player is the most threatening, the parameter known as enmity is used to make it possible to measure and compare the amount of threat.

Purpose

The enmity system is not in place to make monster AI more intelligent. It's more of a stronger significance for securing battle strategy elements by giving players a means of controlling the monster's target (to some extent).

Types of Enmity (Classification by the method of enmity decay)

Depending on the method of decay, enmity in FFXI is separated into two groups and logged.

• Time-volatile Enmity

Enmity which decays over time.

• Damage-volatile Enmity

Enmity which decays when players take damage.

Due to the fact that multiple players are generating enmity against a monster, the work of recording enmity is accomplished by creating a list for the characters. (Though I use the term “enmity list” here, this will not be popping up again in this post.) Based on this list, the monster will target (auto-attack target) the player with the highest value of combined time-volatile enmity and damage-volatile enmity.

Enmity related data embedded in actions (commands, magic, etc.)

Classification based on how it influences enmity (direct, indirect, none)

Ignoring the type of actions that have no influence towards enmity, actions are classified into two groups based on how they influence enmity.

• Direct

Players perform enmity generating actions towards a monster, and the monster’s enmity for the player increases. This mainly consists of damage and enfeebling type commands.

• Indirect

A player performs an action towards another player that already has enmity from a monster, and enmity increases towards the player performing the action. This mainly consists of healing and enhancing type commands.

Classification based on how enmity increases are calculated (fixed, effect dependent)

• Fixed

A set value is added to time-volatile enmity and damage-volatile enmity when an action is successful. This is applies to enhancements and enfeebles that generally do not have numerical results.

• Effect Dependent

A set calculation is added to time-volatile enmity and damage-volatile enmity proportional to the amount of damage dealt or the amount of HP healed


Finally, the formula

Defining 1 enmity

When we were revamping the enmity system for FFXIV I explained a bit about this, but we start out by calculating 1 enmity= 1 damage. Also, system-wise enmity will not decay.

For FFXI on the other hand, while there is quite a bit of management work for dividing the enmity system into time-volatile enmity and damage-volatile enmity, since this isn't sufficient for the amount of damage of NM battles and such, we adopted a method of using a formula for scaling effect dependent type enmity to fixed type enmity, as well as the use of a decay system.

With that said, 1 enmity has been set based on the principle that the amount of time-volatile enmity that decays in a single second is equal to 60 (Since the developers first began making the game on PS2, this was adopted due to the fact that the smallest unit of frame rate measurement was 1/60 seconds.). For example (I'm hesitant to give numbers, but whatevs), the job command “Provoke” is a fixed-type action, and has 1800 time-volatile enmity. This means that this amount of enmity will decay completely in 30 seconds.

Enmity calculation for effect variations

For each level there is data known as standard damage which is used for enmity calculation.
*This value was made to be almost the same damage value as the baseline value when weapon data is created (240 attack delay sword).

Quote:

The below is how enmity is calculated at the time of dealing “d” damage:
Time-volatile enmity = 240*d/standard damage
Damage-volatile enmity= 80*d/standard damage
(Standard damage is obtained based on the level of the monster)


In other words, if you are dealing standard damage every 4 seconds, time-volatile enmity is repeatedly decaying from 240 to 0. Also, damage-volatile enmity is 1/3 of the time-volatile enmity (25% of total enmity), and the coefficient value is 80.

Currently the amount of fire power is much higher than the initially set standard, so I feel we need to rectify the situation where it is easy to reach the cap for volatile enmity by revamping the standard damage used for enmity calculations.

Calculation for the amount of decay of damage-volatile enmity

When a player takes “d” damage from a monster, the damage-volatile enmity of a monster towards a player decreases.

Quote:

Damage-volatile enmity = 1800*d/player's max HP


In other words, when a player takes the same amount of damage as their max HP, enmity decays by 1800 (one Provoke).

*This amount can be modified by the effect of Sentinel.
*1800 might feel a bit rough from the perspective of backline jobs.
If we were to make this value larger, it would make it easier to get rid of enmity by damage taken, but it would make it difficult for tanks to maintain their target when they take damage. If we make adjustments to this, it will be necessary to look into setting up a special rule of sorts.
*For healing magic, the value is half of the above calculation.


Other

Enmity increase from resting

By distancing yourself from the targeted monster at a set distance, it's possible to make the amount of enmity generated from resting zero. The distance is approximately half the distance in which spells can be executed.

Enmity cap

The enmity limit is common for all jobs and the same is true for time-volatile and damage-volatile enmity. As to whether increasing this cap will make it so players don’t get stuck at the enmity cap, since it is only possible work size-wise for us to raise the value approximately three times of what it is currently, this is not an effective way to go.

While there were suggestions to change the cap values for each job, assuming that the suggestions were based on getting stuck at the cap, if this situation were to arise, it would ultimately boil down to whether you can or cannot maintain the target, so for the current conditions we are currently looking at pairing this with something else.


First step for adjustments

Standard damage (time-volatile)

First, we are planning to make adjustments to the standard damage. Since we are able to set the standard damage for each level, it will be possible to only adjust this for high levels without affecting other levels.

Damage-volatile enmity

After adjusting the standard damage, we will make adjustments to damage-volatile enmity.
The ratio of time-volatile enmity and damage-volatile enmity when dealing damage or curing, as well as the amount of enmity decay when a player takes damage will be adjusted.

Individual commands and abilities

If there are problems with fixed-type data we will make adjustments.

Content

The time it takes to defeat a monster with double HP that takes double damage is the same as the amount of time it takes to defeat a monster with 50% HP that takes 50% damage; however, enmity-wise there are large differences. If the damage taken by a monster is suppressed too much, it becomes possible to generate a lot more enmity with actions that have fixed-type enmity as opposed to those that have effect dependent enmity. We will need to check content to see if monster parameters have been set properly with an understanding of these systems.

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments

Edited, Feb 19th 2013 7:52pm by Szabo
#104 Feb 19 2013 at 6:55 PM Rating: Excellent
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Bit late on this one, but I suppose it's been slower lately.

Pretty cool to see pretty much 100% of Kanican's testing be confirmed. Only curious bit is the 'enmity decays faster beyond about half casting range'.
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#105 Feb 19 2013 at 7:53 PM Rating: Good
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Isn't that just saying you generate 0 enmity from resting beyond that range?
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#106 Feb 24 2013 at 10:52 PM Rating: Excellent
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So, in other words, the ideal fix to enmity isn't raising the enmity cap like people have been whining about (which anyone who understood the enmity system knew wouldn't change **** but rather, adjusting the amount of enmity generated from damage dealt. Specifically, the amount of cumulative enmity (we call it CE, Matsui calls it Damage-volatile enmity) generated, which is not only the most logical answer, but the one most people who knew what they were talking about have been asking for. It's shocking to see them admit to that. Also, I'm both surprised and impressed that they even acknowledged that even though they have the ability to triple the enmity cap, doing so wouldn't really fix anything. The reason for this, for those who don't understand, is that while having 30,000 for the two enmity caps instead of 10,000 does imply that a tank could, say, build up their CE to a much more sustainable level, it doesn't fix the underlying issue and the real reason tanks can't tank anymore; damage simply generates too much enmity.

Even if they tripled the enmity caps, neither plds nor nins have the tools necessary to gain CE faster than DDs at present. CE is the real meat and potatos of enmity, due to how quickly VE (matsui called it Time-volatile enmity) decays, and really, no other method exists to generate that much CE that quickly aside from damage, which defeats the purpose of tanks holding hate. For clarification, Paladin's Hate generating JAs all heavily favor VE increases over CE increases. Heavily isn't even really appropriate to describe the difference. Provoke, Shield Bash, Sentinel, Warcry, Rampart, Fealty, Chivalry, and Divine emblem generate a staggering 1 CE a piece. They all generate a decent amount of VE given what they do, and that value is upped by enmity gear, but the underlying issue is that Paladins flat out cannot generate significant quantities of CE at a pace anywhere close to what DDs can, because their only reliable CE generation comes from their damage, flash, and cures. Nins are in a similar boat, but they have even less VE generation to work with, outside of their damage.

Mind you, VE isn't really much better than CE. For a comparison, Matsui stated that presently, the ratio of VE to CE generated by damage is basically 3:1 (which is what kanikan's data has shown for years now). The ratio of VE to CE generated by flash? 7:1. Flash generates 1280 VE (~21 seconds), and a whole 120 CE. Comparatively, a 2k damage WS against a level 100 target would generate ~7058 VE and ~2352 CE. A WS that hits for 2833 damage instantly caps VE, and capped VE takes 167 seconds to fully decay, if you're not doing anything else to the mob. In other words, one good WS and DDs are basically permacapped on VE and when you account for the enmity generated from regular hits that are going to be pumped out hard and fast due to haste, it only takes one or two more good WS to cap CE too, and from there, maintaining capped enmity with your regular hits alone is child's play, because at 60 VE decay per second, given that the VEmultiplier for damage is Damage*~3.529 vs a level 100 mob, you only need to deal ~17 damage per second to maintain your VE at cap (a 500 delay weapon at haste cap attacks once every ~1.6 seconds), and then just not get hit a lot to maintain your CE.

It's all kind of ridiculous, and how they intend to fix it, I don't really know, but there's a **** good reason they're taking their time with it. It ain't an easy thing to fix.
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#107 Feb 28 2013 at 1:21 PM Rating: Good
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Akihiko Matsui wrote:

Status Update on the New UI

Hello,

I would like to inform you of the progress on the new UI for the Windows version. As we briefly touched upon in the past, implementation of the new UI is running behind schedule. The UI work is being dealt with separately from the creation of Seekers of Adoulin, so it’s not the case that the development team is getting caught up with working on the expansion. The reasons for the delay are mainly that in addition to the structural organization and features we had first thought of, there have been a lot of internal requests as well as request from players for new features to be added to make the UI even more user friendly.

In regards to the structural organization, the system was originally designed for a console such as the PS2, so we’ve been optimizing it so that each of the menu programs do not overuse memory. Due to this, we have been going deep into all of the menu features and performing adjustments so that the new UI will work. Currently, we have completed a good amount of the portions that can be realized with the current client, but there is still work left to be done on new menus for Seekers of Adoulin and "Play as a Monster".

In regards to the new features, this is not just about adding new menus with the new UI; this is also related to the fact that we are making feature improvements such as making mouse operation much smoother. The current UI has been optimized for using a controller, so you can think of it as we are spending time to revamp how it looks and the way it operates.

I’m am sure that there are some of you who watched the explanation of the UI structure, but using a portion of the UI (log window, menus, etc.) like an add-on will not work properly, so it’s actually quite difficult to release only the portions that were showed off at VanaFest. (It’s also very possible that the work difficulty would increase to make this happen.)

Unfortunately we will need a bit more time before we can organize all the features, finish all the fundamental feature improvement checks, and show it off on the Test Server. Realistically we are looking at summer at the earliest or fall if we include support in all languages.

With that said, I apologize for making you all wait longer, but we appreciate your understanding as we do our best to create a better and more user-friendly UI.

http://forum.square-enix.com/ffxi/threads/30818-Status-Update-on-the-New-UI

Edited, Feb 28th 2013 2:21pm by Szabo
#108 Mar 04 2013 at 9:30 PM Rating: Excellent
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Akihiko Matsui wrote:

Expanding Inventory Space

New Satchel

Seeing as how we'll be adding two new jobs, I believe it would be nice to have a new satchel. The problem is that when users increase the amount of items they have, their character file size increases as well. As a result, when users change areas or when character file saves are processing, it becomes a tradeoff between the server getting slow versus having more items. If the server becomes slow after implementing a way to store more items, we would have to stop everything and I'm sure you can imagine what kind of problem that would be! Therefore, we are forced to act very cautiously as we move forward on this.

Currently, we're looking into implementing a satchel that will not be added for all characters, but rather characters that have progressed to a certain portion of the game.

Storage Slip

Storage slips currently store items in single byte sizes so if we wanted to make them compatible with a variety of other things, we will lose some of the simplicity of the system and the cost of storage will go up substantially. Therefore, it will be difficult to implement the suggested functions unless we were to invest costs in an entirely redesigned storage slip.

Also, if we simply continue to increase the number of storage slips, then we'll start losing sight of our goal of saving space. However, what I feel needs to be done is to start using the storage slip system within mog houses. Since Mog House Moogles are specially made NPCs, there are a few technological hurdles that need to be addressed, but I would like to start making progress on this feature starting now.

http://forum.square-enix.com/ffxi/threads/30888-Expanding-Inventory-Space?p=405774#post405774
#109 Mar 04 2013 at 9:54 PM Rating: Excellent
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The storage slip in mog is what would help most me the most.
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#110 Mar 05 2013 at 12:53 PM Rating: Good
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New sachel, yessss please. Also would love not to have to hunt down a specific moogle, grab stuff from various places in my mog house etc to use slips. Would love to be able to see a list of what is on the slip by examining them too since it is a pain to remember but i'll take whatever they will give.
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#111 Mar 05 2013 at 2:29 PM Rating: Default
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Quote:
Currently, we're looking into implementing a satchel that will not be added for all characters, but rather characters that have progressed to a certain portion of the game.


So exclude the returning players or new players. The ones that would most appreciate/need this will have "progressed" to that certain portion already. Which is already a large number of current players.
#112 Mar 05 2013 at 3:49 PM Rating: Good
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Zymunn wrote:
Quote:
Currently, we're looking into implementing a satchel that will not be added for all characters, but rather characters that have progressed to a certain portion of the game.


So exclude the returning players or new players. The ones that would most appreciate/need this will have "progressed" to that certain portion already. Which is already a large number of current players.


Yes

Edited, Mar 5th 2013 4:49pm by TheBarrister
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#113 Mar 05 2013 at 3:59 PM Rating: Excellent
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To be honest it makes sense if they want to limit server load to ensure everyone's unleveled mules aren't able to access it. It would be great if such measures weren't needed but if the choice is between no one getting it or only advanced players (who are most likely to need it) getting it, i'll take the imperfect option that will give me the opportunity to carry more stuff.
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#114 Mar 05 2013 at 4:47 PM Rating: Decent
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All of these adds brew my anger on the lack of character customization.
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#115 Mar 06 2013 at 3:58 PM Rating: Excellent
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All of my storage problems would be solved my making it so we can access our Mog Storage from any Mog House. I mean seriously, he can carry beds when he warps, why not pants?
#116 Mar 22 2013 at 1:53 PM Rating: Good
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Akihiko Matsui wrote:

To all adventurers and pioneers!

Hello,

Matsui here.

We are just a couple days away from the release of Seekers of Adoulin and the development team is putting on the finishing touches. (The main tasks being the testing and fixing of any bugs that were discovered by the dev or QA teams.)

However, there are a couple of things that I wanted to let you know ahead of time, so I broke free from the development tasks for a bit to write up this post.

First I would like to talk about missions and quests.

Missions and Quests

One of the biggest requests we have received for the past couple years was to add quests that have a deep story and allow you to feel more of the world and lore, so for Seekers of Adoulin the entire event staff has been using all their power to respond to these requests. (The amount of materials for the new continent's lore is seriously huge.)

Due to the fact that the translation work volume is extremely large, there are some quests that had to be pushed back from the upcoming version update; however, I believe that there is still quite a large volume of quests to be implemented.

Also, with the version updates to take place after launch, we will be adding quests and putting material on topics to go along with the main story missions as they are added, and we are striving to make it so everyone can directly feel the world being pioneered and all the changes that take place.


Next, I would like to discuss the level design in Seekers of Adoulin. Equipment, content, and jobs are not something that we can separate from this, so I would like to explain our thoughts on this by including them all.

Level Design of Seekers of Adoulin

For those players who have reached level 99, the main focus of growth is equipment. We envision a play cycle where players take on content with their current gear in order to collect equipment with better stats, and then take on more difficult content to procure even better equipment.

We are currently working to make it so there is a common gauge for equipment and content (let's call it content levels for the time being), and to create index data that will allow those who are implementing equipment and content to have a more objective understanding of the equipment stats and monster strength. Ultimately I would like to be able to release information indicating the content level to all of you adventurers. While this is still in a phase where work needs to be done, I'm getting the feeling that things are coming together bit by bit.

The parameters for monsters that await adventurers and pioneers have been decided by the above content levels and index data.

We've eased up on the AoE damage of monster's special attacks, and we've also eased up the status ailments from added effects so that they last for a maximum of 60 seconds. Also, we've made Amnesia and other difficult to cure status ailments have an even shorter effect duration.

In regards to the addition of two new jobs and the increasingly difficult job adjustments, I believe that making adjustments so that regardless of the enemy all jobs are able to deal the same damage or making adjustments so that regardless of the content all jobs can clear it using the same strategy are not **** adjustments for a game with 22 jobs. Job adjustment is fundamentally content adjustment. For any content, if there are only enemies that are strong against magic, magic based jobs will no doubt take a hit. We will pay even more attention to whether the content that is implemented is open to all jobs and be more thorough in sharing information between the people who are implementing the content. We're aware that there are still some uneven aspects to strengths and weaknesses of certain jobs, but the job lead and those making content adjustments are aware that only modifying the job parameters will not accomplish this task, and will be continuing to make adjustments.


Once I start writing it often times gets quite long. If you are feeling tired while reading this, go ahead and take a break and come back later.

Moving on, I would like to talk about Seekers of Adoulin related content.

Seekers of Adoulin Related Content

In regards to battle content, we will first be implementing Reives and Skirmish.

Reives

Reives are essentially a means to pioneer. Battling with monsters who are in the way of pioneering and clearing out other natural obstructions to increase the colonization rate is a world-wide endeavor.

By increasing the colonization rate it will be possible to gain various boons such as making it easier to progress through areas and making it easier to gather materials.

Also, as an individual reward, you will gain points known as Bayld, which you can then use to exchange them for equipment and other things.

Skirmish

Skirmish was shown the other day on YouTube Live and it is a type of end-game content. For the upcoming version update we have prepared two types of Skirmish. The difficulty is by no means low, and we've prepared **** rewards, so if you have the confidence please try and take on the challenge.

We plan on expanding both of these contents as areas open up.

Also, we are working on developing content that a tier higher from Skirmish as well. This battle content is planned to expand with each version update.

Mog Gardens

During VanaFest we showed off all of the content we felt we were going to be able to introduce, and many of you were hoping to be able to experience it when the expansion launches, but we plan on releasing the Mog Gardens content as Adoulin is colonized.

Content-wise there are a lot of aspects which require a lot of time for testing, but Fujito is working hard to deliver this content around summer time as planned. (Fujito plans on making a comment separately on this, so stay tuned.)


Finally, I would like to talk about some other content. While content listed below is not everything, I wanted to discuss some of the more noteworthy aspects.

Play as a Monster

While Play as a Monster was originally being developed on a separate time schedule from Seekers of Adoulin, due to the fact that adjustments will be made to follow player growth post-Seekers of Adoulin, the speed of work on this has slowed down for the moment.

We are overcoming the technical hurdles one by one and are continuing to work on adjustments to fit Adoulin, so we would like to show it off on the Test Server or with a live stream when the time is right.

Storage

We are working towards making it possible to use storage from all rental houses. While we are still performing testing, we are hoping to make it possible around the spring to summer time frame.

Expansion of the range for party invites

Similar for this, we expect it to be around the spring to summer time frame. At the same time we are planning to expand party invites and the /yell feature to the Chocobo Circuit.

Fishing

We expect fishing revamps to take place around the summer to fall time frame. We also plan on implementing this to the Test Server for you all to try out, and your cooperation would be most helpful.

Synergy and Evolith

This is somewhat off in the future, but I feel revamps to this are necessary and have value. Once we are at the stage where we can let you know the specific plan we will inform you.

http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!

Yesterday's Japanese livestream showcasing Skirmish:


Edited, Mar 22nd 2013 3:53pm by Szabo
#117 Mar 22 2013 at 5:35 PM Rating: Good
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Once I start writing it often times gets quite long. If you are feeling tired while reading this, go ahead and take a break and come back later.


I love this guy.
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#118 Mar 22 2013 at 9:44 PM Rating: Excellent
I know. I really like how light-hearted he is all in all.
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#119 Mar 23 2013 at 6:11 PM Rating: Good
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Once I start writing it often times gets quite long. If you are feeling tired while reading this, go ahead and take a break and come back later.


I love this guy.

lol, this was the exact thing I was about to quote myself. I can't tell if he's being considerate, or patronizing, or WHAT, but there's no denying the fact that the guy has personality in droves.
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#120 Mar 23 2013 at 9:22 PM Rating: Excellent
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My smarmy side wants to be like, "Take out the line breaks and I've made longer ranty posts about RDM individually, let alone the rest of the game!" But whether he's being sincere or just ribbing us, it's still better than Tanaka Era Silence. I know I'm waiting to see how Adoulin unfolds since I haven't had my sub up in a while.
#121 Mar 26 2013 at 12:01 PM Rating: Good
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Akihiko Matsui wrote:

Hello,

Matsui here.

We've been receiving some questions in regards to what we will be doing with relic, mythic, and empyrean weapons moving forward, so I would like to address what I can at the moment.

We are not planning to enhance relic, mythic, or empyrean weapons via Trial of the Magians or through other methods.

However, in regards to these weapons that you have enhanced up to level 99, we are formulating plans so that they do not go to waste. (Including the weapons that do not yet have their afterglows.)

In regards to the shields and instruments, even in light of the growth that will take place for characters with Adoulin equipment, these in particular are still at the highest caliber and will not be addressed in the plans mentioned above.

While I'm unable to talk about the specifics at this point in time, as soon as the time comes where I can, I will be sure to let you all know.

http://forum.square-enix.com/ffxi/threads/31250-To-all-adventurers-and-pioneers!?p=410836#post410836
#122 Mar 26 2013 at 3:27 PM Rating: Good
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Szabo wrote:
[quote=Akihiko Matsui]
Hello,

Matsui here.

We've been receiving some questions in regards to what we will be doing with relic, mythic, and empyrean weapons moving forward, so I would like to address what I can at the moment.

We are not planning to enhance relic, mythic, or empyrean weapons via Trial of the Magians or through other methods.

However, in regards to these weapons that you have enhanced up to level 99, we are formulating plans so that they do not go to waste. (Including the weapons that do not yet have their afterglows.)



What does this mean exactly? If you can't take your R/M/E to 99 then don't bother? Your incomplete weapon is about to be a colossal waste of time?
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#123 Mar 26 2013 at 3:37 PM Rating: Good
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I think he means they're not planning to add additional ToM trials for these weapons, but perhaps they will be enhanced in some other way. They're not removing the ability to upgrade these weapons.
#124 Mar 26 2013 at 4:29 PM Rating: Decent
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DomfranciscoOfIfrit wrote:
I think he means they're not planning to add additional ToM trials for these weapons, but perhaps they will be enhanced in some other way. They're not removing the ability to upgrade these weapons.


Quote:
We are not planning to enhance relic, mythic, or empyrean weapons via Trial of the Magians or through other methods.


Maybe a year or two from now they could possible be enhanced further. Or they are as good as they will get and we get new quests/trials to do for better weapons in the future. For the release, and likely the first few months, Those weapons will still be the better weapon choices.
#125 Mar 26 2013 at 4:36 PM Rating: Good
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I think Matsui misunderstood the questions and concerns that people have been voicing. I've never seen anyone asking what to do after 99 and afterglow as much as other issues. Such as requirements on higher trials, some of the weapons not being worth the effort, etc. I sincerely hope they fix other issues such as balancing and empowering some relic/mythic/empyrean weapons that are rarely made before adding new upgrades via other methods.
#126Zymunn, Posted: Mar 26 2013 at 4:48 PM, Rating: Sub-Default, (Expand Post) The playerbase is has a small bit of responcibility here. Nin was never designed to tank, but we made it fit that role. The devs design the game to function a certain way. By the time it reaches us though we go and find ways to not be held by what the devs invisioned.
#127 Mar 26 2013 at 5:08 PM Rating: Excellent
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If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis
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#128 Mar 26 2013 at 5:43 PM Rating: Default
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Diamondis wrote:
If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis


Please, oh please, show me how the playerbase has made this game better. Smiley: popcorn
#129 Mar 26 2013 at 6:25 PM Rating: Excellent
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Zymunn wrote:


Please, oh please, show me how the playerbase has made this game better. Smiley: popcorn


By playing it and paying the bills so SE can do stuff.
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#130 Mar 26 2013 at 6:43 PM Rating: Excellent
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Beaten to it... darn.

Also, 'better' is a highly subjective term when used that way. NIN being made into a tank by the players, imo, made the game better. If we hadn't done that then we'd have one less tank job in a game dominated by DDs. If SE wanted NIN to be played as a DD then they should've made the tools for NIN to do damage easier to obtain and use effectively. Shuriken were always stupid to obtain after a certain point, there's no throwing WS for damage, spinning the wheel is expensive, etc. Had they made NIN tools/shuriken available from NPC from the get-go we may have seen NIN in a DD role.

If SE really wanted NIN to be a DD and not a tank, then the fact that we gravitated towards tanking with it fairly quickly means they failed in their design of the job and its tools. SE made a screwdriver by mistake.
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#131Zymunn, Posted: Mar 26 2013 at 9:02 PM, Rating: Sub-Default, (Expand Post) Double edged sword.
#132 Apr 03 2013 at 11:36 AM Rating: Excellent
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Camate wrote:

Greetings everyone!

Thanks for all the feedback on enmity. Just as Producer Matsui has mentioned, we will be performing on-going adjustments to the enmity system and will start by working on laying the groundwork and the essential features.

Once the groundwork has been properly established, we’ll be working on the slightly smaller aspects and after that focus on the minute portions.

This should give you an idea of the progression we have mapped out, but let me shift into a slightly more detailed explanation.

Based on the feedback we have been seeing on the forums, for our next step we will be making adjustments to the static enmity generated from some job abilities and spells around the end of this month. (This is of course pending that there are no major issues along the way.)

With the adjustments we will be reducing the enmity generated by approximately half of the current value.

Additionally, we will be increasing the amount of enmity generated by the white magic spells Reprisal and Foil.

We will let you know the details on which job abilities and spells will be adjusted to have less enmity generation in the coming days, but I wanted to inform you of what we have planned ahead of time.

http://forum.square-enix.com/ffxi/threads/30629-Enmity-System-Explanation-and-Planned-Adjustments?p=415502#post415502
#133 Apr 03 2013 at 11:46 AM Rating: Good
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Glad to know they are working on it. Guessing blood pacts etc will be lowered. Sort of sucks that they are doing it so piecemeal. It makes it seem like they don't know as much about how we play as they ought to.
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#134 Apr 03 2013 at 1:55 PM Rating: Good
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It sucks being beta testers but they are addressing issues faster then they have in the past. So I'll go with the gloss half full on this.
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#135 Apr 03 2013 at 2:15 PM Rating: Good
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Diamondis wrote:
If I designed a hammer, gave it to you, and you found it worked 10x better as a screwdriver, then I designed the hammer poorly.

Edited, Mar 26th 2013 7:09pm by Diamondis


If you waited until releasing a hammer to find out that your customer wanted screwdrivers then you definitely failed. Much better to partially design something, find out your customers like it better for X reason, or would like you to move in that direction, than the ASSumptions you made thinking they wanted it for Y reason.
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#136 Apr 05 2013 at 12:16 PM Rating: Excellent
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Akihiko Matsui wrote:

Thanks for the feedback.
(And also thanks for starting a feedback thread.)

For the team is been roughly 6 years since they released an expansion, and it's my first expansion in my current position, and it has been a very hectic week.

I've heard from the lead that he created the quests placing a lot of importance on the world lore, and will be continuing to add more and more as we move forward, so we're hoping you're all looking forward to that.

Please continue to leave your feedback on the new jobs and monsters in the new areas. We are currently focused on pretty much everything since all the new armor hasn't been acquired just yet. There are a couple of tricks for playing as the new jobs, so please aspire to become a true rune fencer. (Not the noobie rune fencer I was during the YouTube stream...)

In regards to content balance, while it's still just the beginning, there are some aspects that are not going as planned. Also, there were some bugs that got through our testing, which I'm ashamed of.
I would like to apologize for this and any inconveniences they may have caused.

It's been pointed out to us that information was not being released the way it should have been, but we will strive to keep improving and would appreciate it if you could, as always, continue to submit your feedback.

http://forum.square-enix.com/ffxi/threads/31654-Pleasantly-surprised.?p=416580#post416580
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