Akihiko Matsui wrote:
Thank you for all the feedback.
Based on the opinions everyone has been posting, we've been looking into future adjustments, and I would like to share our plans with you.
Please note that this is all still in-development and there is a possibility that changes are made. Also, not everything will be added during a single version update and we appreciate your understanding.
• Learning about the state of the battle
We'll be making it so you can confirm how many players are fighting a Naakual, how much HP the Naakual has remaining, and how fast a Naakual's HP is falling by checking the entrance to each Naakual.
Additionally, as a Naakual's strength varies depending on the colonization rate, we'll also be making it possible to check the Naakual's content level at the time. We'll be making it possible to check content levels not only for Naakuals, but for Skirmish and Delve as well in a similar fashion.
These features are scheduled to be implemented during the fall version update.
• Treasures
Currently, in addition to obtaining rewards directly from defeating a Naakual, it's possible to obtain an item of your choice after fulfilling certain requirements for the Celennia Memorial Library. However, we'll be adding yet another way to obtain Naakual items by fulfilling requirements in content that is to be added in the future.
We'll also be adding geomancy and other magic scrolls, coupons you can use to exchange for Bayld, and other items that have a bit more value to the current material slot.
• Plans to maintain participation
Once you've managed to procure all of the rewards from Naakuals, there will no longer be a reason to fight Naakuals, and as such the battles for others who have yet to fight them will become difficult. With that said, we will be creating goals to accomplish for people who have already collected Naakual items, so they continue to challenge these foes.
To do this, we'll be adding new equipment and making it possible to revamp your Naakual equipment. We'll also be revamping the level design when a new Naakual comes out.
Akihiko Matsui wrote:
Matsui here.
I have some information to share about changes to how Tractor functions.
To start off, during the fall version update we plan on making it so while in wildskeeper reives only an area change will not take place when receiving the effects of Tractor.
Now, I’m sure many of you are thinking, “Only wildskeeper reives?â€
Due to the fact that Tractor will pull a character to a player designated location, testing in every nook and cranny of the map is necessary as the possibility for bugs will become increasingly high. Because of this, we’d like to test carefully and implement this bit by bit to prevent bugs from cropping up due to the change in how this spell functions. We appreciate your understanding on this.
As long as no problems occur with wildskeeper reives, we plan on expanding this to other content as well, so if you have any feedback as to what content you would like to see this in, please let us know!
http://forum.square-enix.com/ffxi/threads/35776-Wildskeeper-Reive-Feedback?p=466876#post466876 Akihiko Matsui wrote:
Thank you for all the feedback.
Based on the opinions everyone has been posting, we've been looking into future adjustments, and I would like to share our plans with you.
Please note that this is all still in-development and there is a possibility that changes are made. Also, not everything will be added during a single version update and we appreciate your understanding.
• Addition of ally NPCs and revamps to momentum bonuses
Similar to campaign, we will be adding NPC participants to colonization and lair reives. Amongst them, there will be NPCs that act as tanks, those that deal damage, and others that support you with various buffs. Also, we'll be making it so each NPC's parameters increase depending on the rank of the Peacekeepers' Coalition.
Additionally, we will be revamping momentum bonuses.
These features are scheduled for implementation in the fall version update.
• Addition of ways to avoid colonization reive obstacles
We've been seeing feedback that as a result of the adjustments made which reduced the HP of obstacles and lairs in the July/August version updates it has become difficult to gain Bayld.
As it's very difficult to address feedback asking to make it possible to avoid colonization reives and other feedback asking to make it so Bayld can be obtained better in colonization reives, we'll first be making it possible to get past colonization reives by fulfilling some kind of requirement without having to destroy the obstacles.
Once we have a method in place for avoiding colonization reives, we'll be modifying the strength of enemies and returning the HP of both enemies and obstacles to the state prior to the July/August version updates, which will make it easier to obtain Bayld.
http://forum.square-enix.com/ffxi/threads/35775-Colonization-Reive-and-Lair-Reive-Feedback?p=466877#post466877 Edited, Aug 22nd 2013 3:51pm by Szabo