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Item Levels Follow

#52 Jul 06 2013 at 8:31 PM Rating: Default
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I don't see the problem. I agree that SE release too much at once, but I don't see that as "ruining" the game. At least its content that people are doing. I'm sure that SE has learned from this and will release future content at a slower pace.

You have to remember, SE works in extremes. Before, we were all complaining how it took forever to finish an expansion and releasing it "half done". *Maybe* SE will find the happy middle.
#53 Jul 07 2013 at 9:48 PM Rating: Good
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heldemon wrote:

Skirmish II will also have 5? armor sets that are better then delve plasm armor by a couple levels. Off-hands for 1H jobs and the lance for drg will also be things to go after.


We don't know that they'll be better. They will have a higher item level, ( only by 2 though) but we have no idea what that means. It could mean we get a piece with INT +50, a huge boost worthy of a higher item level, on DRG armor or something. Or it could be better than delve armor. (1 random augment out of every 100 tries when using Ghastly stones +2 only, anything less is inferior to delve still.)

And then there's of course the flaws of an item level system, inherent to their plan. We know everything labeled "Item Level 112" isn't actually going to be that good. Some will be way more powerful than the 112 they planned, and some will be worse than gear labelled level 95 or so. And a whole bunch are going to be worthless outright because the amount of stats on the piece will "equal level 112" in SE's calculator, but because half those points are MP+200 on a melee piece, or VIT and MND on a haste piece, or something, it's not worth using.

There will probably be a few useful pieces, but SE reps keep saying all the new non delve equipment will be inferior to delve gear, because it'll be easier to get for smaller groups.

Edited, Jul 7th 2013 11:57pm by louispv
#54 Jul 08 2013 at 8:23 AM Rating: Excellent
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What I'm hoping for is gear that will fill certain gaps that will keep people from having to go back and slog through older content as much. I want to see my recently returned friends be able to get up to speed without having to farm largely abandoned and poorly designed content for months on end.
#55 Jul 08 2013 at 4:41 PM Rating: Good
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Camate wrote:

Greetings,

There has been a lot of feedback asking to remove the party member limitations for various content so that it can be undertaken solo.

Below is a reply from Associate Director Yoji Fujito explaining the technical issues surrounding this as well as a potential solution.

Yoji Fujito wrote:

In regards to this request, there is one large reason why we haven’t been able to easily say yes to this.

• Simply increasing the amount of layer areas would result in an extreme increase in server lag.


I'm sure many of you are thinking, "What? Lag again?" However, we have data to base this on.

With the recent Salvage "Design Plan Drop Rate Doubled Campaign", the number of areas reached the threshold for the server and server latency bugs began popping up here and there.

These bugs were due to our own lack of gauging the settings and we accept the blame for that. However, what we want you to understand is that the creation of layer areas utilizes a vast amount of server resources (you think of it as the power required to run them).

Layer areas are a system used by various content, and the total amount of server resources (power) has been determined. In the event that we were to simply allow everything to be soloed, we predict that the layer areas would increase exponentially.

Especially considering what would happen on the weekends, I think you can understand why we are hesitant to do this development-wise.

However, we have no intention to deny solo play for layer area content and we think that layer area creation could be allowable for soloing depending on the days and times when concurrency (as well as the number of layer areas) is low.
(For example, making every Wednesday a day that you can solo Salvage.)

There are various other methods that can be thought of, but given the opportunity this is something that we would like to try out.

http://forum.square-enix.com/ffxi/threads/34679-Item-Levels?p=452992#post452992
#56 Jul 08 2013 at 6:17 PM Rating: Good
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So... "We don't want to buy better servers to make widespread instancing work."
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#57 Jul 08 2013 at 6:29 PM Rating: Decent
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Seriha wrote:
So... "We don't want to buy better servers to make widespread instancing work."


Let's be honest, we knew this was a given.
#58 Jul 08 2013 at 6:36 PM Rating: Decent
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Seriha wrote:
So... "We don't want to buy better servers to make widespread instancing work."


Honestly though would you? Its not like XI has a bright future of huge subscription numbers. Would be a waste of money ultimately. Money that is better spent on their future product FFXIV.

Might suck, but it is what it is. 10 year old games generally don't see dramatic improvements to hardware, its fiscally irresponsible.
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#59 Jul 08 2013 at 7:23 PM Rating: Good
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Yet again, it's inspiring how open they are about this stuff. I mean, we guessed it years ago, but they never *said* it.
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#60 Jul 08 2013 at 7:24 PM Rating: Default
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Yoji Fujito wrote:
There are various other methods that can be thought of, but given the opportunity this is something that we would like to try out.


Was solo-bility even considered when they created MMM ? It seems like it shouldve been.
#61 Jul 08 2013 at 7:55 PM Rating: Good
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rdmcandie wrote:
Seriha wrote:
So... "We don't want to buy better servers to make widespread instancing work."


Honestly though would you? Its not like XI has a bright future of huge subscription numbers. Would be a waste of money ultimately. Money that is better spent on their future product FFXIV.

Might suck, but it is what it is. 10 year old games generally don't see dramatic improvements to hardware, its fiscally irresponsible.

If the future theme is going to be, "We would do this, but FFXIV..." then I can't help but wonder what the point is of them even trying to develop the game further. Yes, age is a factor, and in turn I wouldn't expect things like a graphical overhaul, but other under-the-hood performance tweaks should still very much be on the radar. Okay, so no instanced zones. Why weren't the Delve NMs given multiple iterations to help curb congestion? The line they fed us was they didn't want pops overlapping (and presumably confusing people with actions via the lacking chat filter system). So... why not put the pops in different spots? While it was a zone bug that prompted it, we saw the same VW NMs placed in multiple zones. So, it's not like it's impossible.

For way too long this game has seen various iterations of, "That can't be done..." either from SE themselves or players that want to believe they know better. You know, "spaghetti code" and such. So, sure, I wouldn't expect things like POL to go bye-bye due to how it's ingrained into various functions, there's a lot where SE seems simply too quick to say no, and not for good reasons. And it's those reasons why you get people leaving or have left.
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#62 Jul 08 2013 at 10:52 PM Rating: Good
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If the future theme is going to be, "We would do this, but FFXIV..." then I can't help but wonder what the point is of them even trying to develop the game further. Yes, age is a factor, and in turn I wouldn't expect things like a graphical overhaul, but other under-the-hood performance tweaks should still very much be on the radar. Okay, so no instanced zones. Why weren't the Delve NMs given multiple iterations to help curb congestion? The line they fed us was they didn't want pops overlapping (and presumably confusing people with actions via the lacking chat filter system). So... why not put the pops in different spots? While it was a zone bug that prompted it, we saw the same VW NMs placed in multiple zones. So, it's not like it's impossible.

For way too long this game has seen various iterations of, "That can't be done..." either from SE themselves or players that want to believe they know better. You know, "spaghetti code" and such. So, sure, I wouldn't expect things like POL to go bye-bye due to how it's ingrained into various functions, there's a lot where SE seems simply too quick to say no, and not for good reasons. And it's those reasons why you get people leaving or have left.


Hear hear. The flimsy excuses need to go.
#63Almalieque, Posted: Jul 09 2013 at 3:06 AM, Rating: Sub-Default, (Expand Post) I can see both sides of the argument.
#64 Jul 09 2013 at 6:24 AM Rating: Decent
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TWA wrote:
Yoji Fujito wrote:
There are various other methods that can be thought of, but given the opportunity this is something that we would like to try out.


Was solo-bility even considered when they created MMM ? It seems like it shouldve been.

Peon rune?

And FWIW, I've been soloing MMM runs in half the time now since I got Alternator and Rigor Baghnakhs. Even if they implement item levels for /check, mob levels are determined when you go in, so you can probably go in naked to pop the mobs as a 99, then gear up.

And I'm enjoying the update already. I love exploring new areas and got that vibe yesterday getting to the new zones and getting the Climbing KI, with only no wiki and only a .dat mined map from google search to help me. When I stop playing XI someday, my plan is to play MMOs primarily for exploration.
#65 Jul 09 2013 at 7:09 AM Rating: Decent
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Even if they implement item levels for /check, mob levels are determined when you go in, so you can probably go in naked to pop the mobs as a 99, then gear up.


The whole ilvl check thing isn't gonna apply outside of Adoulin, pretty sure they said.
#66 Jul 09 2013 at 7:37 AM Rating: Good
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Seriha wrote:
rdmcandie wrote:
Seriha wrote:
So... "We don't want to buy better servers to make widespread instancing work."


Honestly though would you? Its not like XI has a bright future of huge subscription numbers. Would be a waste of money ultimately. Money that is better spent on their future product FFXIV.

Might suck, but it is what it is. 10 year old games generally don't see dramatic improvements to hardware, its fiscally irresponsible.

If the future theme is going to be, "We would do this, but FFXIV..." then I can't help but wonder what the point is of them even trying to develop the game further. Yes, age is a factor, and in turn I wouldn't expect things like a graphical overhaul, but other under-the-hood performance tweaks should still very much be on the radar. Okay, so no instanced zones. Why weren't the Delve NMs given multiple iterations to help curb congestion? The line they fed us was they didn't want pops overlapping (and presumably confusing people with actions via the lacking chat filter system). So... why not put the pops in different spots? While it was a zone bug that prompted it, we saw the same VW NMs placed in multiple zones. So, it's not like it's impossible.

For way too long this game has seen various iterations of, "That can't be done..." either from SE themselves or players that want to believe they know better. You know, "spaghetti code" and such. So, sure, I wouldn't expect things like POL to go bye-bye due to how it's ingrained into various functions, there's a lot where SE seems simply too quick to say no, and not for good reasons. And it's those reasons why you get people leaving or have left.


I totally agree, but its easy to sit on one side and say they should do this. Put yourself in the board room discussing the distribution of the meager SE finances. Do you invest in a game that is clearly in decline, or do you invest in a game that hasn't really hit the shelves yet. (yes 1.0 did, it blew up, and being in the Beta again, I can tell you it is a whole different game....but I still aiant picking it up).

I think if SE wants to appear serious they should be working to address issues that have been around for years. **** we had issues with instances back when ToAU first came about, that was what 8 years ago almost, back when FFXI was actually thriving, and gaining momentum. So I totally get it....but if I was board member id honestly be putting those funds elsewhere...especially since FF14 is the future cash cow, and its already failed once...a second failure could be devestating, at least considering the reception of some SE's recent offline games.
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#67 Jul 09 2013 at 8:01 AM Rating: Decent
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Do you invest in a game that is clearly in decline, or do you invest in a game that hasn't really hit the shelves yet.


I'd rather be investing in the game that has already proven itself to be a cash cow rather than the one that already had one floundering release and a questionable future, tbh

But it's clear by now on what they've decided on.
#68 Jul 09 2013 at 8:49 AM Rating: Excellent
It's funny to me that their concern is the amount of server resources that allowing those events to be soloable would consume.

The problem right now is that a soloer can't find 2 other people to do it with....
#69 Jul 09 2013 at 10:26 AM Rating: Good
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Fynlar wrote:
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Do you invest in a game that is clearly in decline, or do you invest in a game that hasn't really hit the shelves yet.


I'd rather be investing in the game that has already proven itself to be a cash cow rather than the one that already had one floundering release and a questionable future, tbh

But it's clear by now on what they've decided on.

I've called XIV a vampire to XI before, and I'd say it still rings true. Yes, XI is easy money for them. Easy money that should arguably handle XI before the "board room guys" siphon it off elsewhere. Maybe we've got a hindsight thing going on here where it's easy to say the game could be better off now if they did such and such back when, but the general inaction just flusters me. SE won't read this, and I'm sure they won't give a damn because I am frequently critical, but I'd love to play XI again. They just need to give me good reason to. Not fixing things, lackluster/absent job updates, woefully incomplete expansions, and too much emphasis on alliance content just don't tickle my naughty bits. And I doubt I'm alone on this since there are far more user-friendly and "up-to-date" games out there than there were 8 years ago. As Cat noted, part of the trouble is just finding people for things. This means stuff like cross-server tech and LFG tools are required. Sitting in Jeuno/Adoulin shouting amongst mixed language communities just isn't going to cut it, especially if you want to do a more niche activity. In the end, I'd rather see XI continue to thrive than shrivel up into obscurity, but if that's the path SE wants to take, I don't blame anyone for not wanting to support them and in turn hastening the process. Dev complacency at its finest with a dash of addicts tolerating whatever is shoveled at them.
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#70 Jul 09 2013 at 10:38 AM Rating: Decent
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I haven't played XI in more than two weeks. I don't know if my sub is even still current. I am just so disappoint.

(Also work is really intense right now and home stuff etc, I haven't played any video games for two weeks, but still)

Edited, Jul 9th 2013 9:39am by Olorinus
#71REDACTED, Posted: Jul 10 2013 at 2:36 AM, Rating: Sub-Default, (Expand Post) They did not say that.
#72 Jul 10 2013 at 3:26 AM Rating: Good
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Uhh, yeah, they did.

http://forum.square-enix.com/ffxi/threads/34679-Item-Levels?p=446792&viewfull=1#post446792

Camate wrote:
Greetings!

One of the major questions and concerns we have been seeing thus far in regards to the newly introduced item levels and the changes to how "check" will function is "will Trial of the Magians be affected?"

This is definitely a valid concern and we will be making sure these can still be completed at higher levels. To accomplish this we will be keeping the experience points received for monsters level 99 and below the same and only making adjustments to monsters level 100+.

So basically, everything before Adoulin will still work the way it does currently, and all the monsters for Adoulin and beyond will have this adjustment applied.

Again, having item levels displayed on equipment is just a different way of showing character growth instead of having your character physically level up past level 99.


Course, this was the same ragtag bunch of misfits that told us we'd be able to get Pet: TH gear and then proceed to say "we never said we were going to give you Pet: TH gear!" so you can take that with a grain of salt. They DID say it though.

Edited, Jul 10th 2013 5:29am by Fynlar
#73 Jul 10 2013 at 10:15 AM Rating: Default
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Would it really be any different then them not adjusting the floor "check" from when they raised the level cap. I mean despite gaining 24 more levels when Abyssea finished up the easy prey stuff from 75 remained unchanged (Crabs in Kuftal for example). I think people getting stressed out over something that is loosely implied.

I can however see it affecting Adoulin stuff, because "technically" without the item levels you would never be able to get mobs down from VT/IT (assuming they are there, I personally don't even own Adoulin so don't really know the finer details.)

That aside can't you do all the magian stuff in abyssea anyway, with the exception of NM stuff, that is above and beyond level check anyway? (maybe I am wrong here?)
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#74REDACTED, Posted: Jul 10 2013 at 12:06 PM, Rating: Sub-Default, (Expand Post) Well that isn't actually just adoulin areas then. Anything EM and up to 99's will be affected, and there's some of those in old areas. All the seasoning stone monsters for instance. Looks like SE lucked the hell out by deciding to make dynamis enemies DC instead of EM, or dynamis magian trials would have been hit, too.
#75 Jul 10 2013 at 1:38 PM Rating: Excellent
louispv wrote:
Camate wrote:
Greetings!
So basically, everything before Adoulin will still work the way it does currently, and all the monsters for Adoulin and beyond will have this adjustment applied.

Again, having item levels displayed on equipment is just a different way of showing character growth instead of having your character physically level up past level 99.

Well that isn't actually just adoulin areas then. Anything EM and up to 99's will be affected, and there's some of those in old areas.


What part of "everything before adoulin" doesn't comprehend for you?
#76 Jul 10 2013 at 4:42 PM Rating: Excellent
Louispv, what is being said is that everything that's existed prior to Adoulin won't be affected by these changes, whereas content added from Seekers of Adoulin onward will be affected. This may include non-Adoulin stuff added later on to older areas, but nothing that already existed prior to Adoulin will be changed.
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