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[Dev] Matsui: To all adventurers and pioneers!
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サーバ: Siren
Game: FFXI
Posts: 14552
By Siren.Kalilla 2013-03-22 13:12:05
03-22-2013 10:53 AM | Slycer | BG Translator | |
| | To All Pioneering Adventurers!!
Hello, it's Matsui.
We're finally down to less than a week left until the release of "Seekers of Adoulin" and we're also in the very last stages of development work (the development team is now mainly working to take corrective actions on defects spotted by the QA team).
I have a few things I want to communicate to you, so I'm writing this post to discuss this development work.
First, let's discuss story-related mission and quests.
Mission/Quest-Related
We've received a lot of feedback over the past few years from players who are interested in more detailed story-related quests and new lore. Our team has been striving to develop Adoulin to satisfy these wishes (we actually have a huge set of documents about the new world).
Because of the tremendous amount of translation work that is required, there have been some quests that were, sadly, postponed from this version update. That said, there will still be plenty of quests to take on.
After the release of the version update, we will continue to add to the main story regularly, along with new quests that match the pacing of the story. As the world opens up, we will continue to add new quests to go along with the changes.
Next, let's talk about "Seekers of Adoulin" from a level design perspective. Because the content, jobs, and equipment are all related, I'll explain what we're thinking about with all of these.
Level Design for "Seekers of Adoulin"
The content is designed for players who have already reached 99, so the equipment added will reflect this. By participating in current content and obtaining current equipment, a better level of performance can be achieved in the new higher difficulty content that will be added from which you can obtain even better equipment... the play cycle should be something like that.
In order to come up with a common measure for content and equipment we came up with a universal scale for comparison (sort of a virtual level that we're calling "content level") and we've developed guidelines for implementing content for the strength of monsters and equipment performance so that we can understand in a more objective way. Lastly, I want to be able to publically discuss the specific content level of content that we add. If adjustments need to be made, we will take care of them little by little.
For monsters, we also developed them based on the parameters and guidelines for content level as described above.
For monster special attacks, we have minimized the range of damaging area of effect of techniques as well as negative status effects (with a few exceptions) which will be kept to a maximum of about 60 seconds in duration. Additionally, some negative status effects for which recovery is difficult (i.e. Amnesia) will be of an even further shortened duration.
As the new jobs will increase the total by another two, it will become increasingly difficult to tweak jobs in such a way that all jobs can deal damage in the same way to any enemy or to adjust content so that all jobs can handle the same content with the same strategies. These aren't suitable adjustments for a game with 22 different classes.
Ultimately, job adjustments will have to be handled by adjusting the new content. For example, if all enemies are strong against magic, mage roles will die off.
For group content to be implemented, we will pay close attention to be sure that it is open to all jobs, and we will continue to share information regarding content implementation. While I'm aware that there is a need to look at individual jobs for adjustments, tweaking the parameters of individual jobs is not enough, and this must be coordinated with content adjustments as well.
This post has become a lot longer than I initially intended, so if you're getting tired while reading this, take this moment to catch your breath.
Now then, let's talk about content from "Seekers of Adoulin"
Both of these will be added when the expansion is released. Additionally, we are actively developing more content to be added for Skirmish, and we plan to add to this in every version update.
About the Mog Garden [[JP, Mog Resort for English I guess]]
At Vana'Fest, we talked about this content to be added. It seems that many players expected that the content would be available at the time of release. The Mog Garden was scheduled to be released slightly later in the development of Adoulin content.
There have been a lot of uncertainties, and it has taken more time than expected to verify the contents, but, as we originally planned, Fujito is working hard so that this content can be delivered to you this summer. (There will be a separate comment from Fujito, so stay tuned for that.)
Lastly, let's talk about some other content, which I'll generally describe below to hopefully get you interested.
Play-as-a-Monster
Play-as-a-Monster and Seekers of Adoulin were originally discussed on different time schedules, and in order to match the new player growth curve that will be created with "Seekers of Adoulin," we have slowed down the implementation work on this.
As we continue to work through Seekers of Adoulin, we will also work on technical hurdles for this, and we plan to showcase the new system on the test server.
Storage (from furniture)
We are working to make furniture storage available at all rental mog houses. Depending on the verification of the changes, we hope to implement this in the spring or summer.
Expansion of Area for Party Invitations
We also expect to add this in the spring or summer. This is planned to be added at the same time that we enhance the Chocobo Circuit to support party recruitment and the "/yell" feature.
Fishing
The adjustments to the fishing system are planned to be implemented this summer or autumn. We are planning to conduct a test of the changes on the test server, and we hope that you'll participate at that time.
Synergy and Evoliths
While adjustments to this are a little further off, I think we need to take a look at this to see what we can do to renovate the system and add some value to it. Once we're at a stage where we can discuss what we have planned, we'll let you all know.
Translated by: Slycer | |
03-22-2013 02:36 PM | Akihiko Matsui | Dev Team | |
| | 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 fitting 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.
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.
| |
03-26-2013 12:42 PM | Akihiko Matsui | Dev Team | |
| | 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. | |
サーバ: Leviathan
Game: FFXI
Posts: 420
By Leviathan.Jackieolivas 2013-03-22 13:19:04
The furniture is definitely a long time in coming. Not sure why they didnt do this years ago when the locker was added.
[+]
サーバ: Bahamut
Game: FFXI
Posts: 1008
By Bahamut.Cantontai 2013-03-22 13:20:45
I think I'm stoked about every single thing in that post. I could hug Matsui right now.
サーバ: Sylph
Game: FFXI
Posts: 610
By Sylph.Washburn 2013-03-22 13:27:09
When i did the rough translation this morning, "Reive" was translated as "Rave", So i'm assuming that's how it's meant to be pronounced.
"Rave is, it is intended to open up just rave about."
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-03-22 13:27:15
Reposting since Kali is mean and made two topics
Inb4ing the naysayers: I'm perfectly ok with this. I'd rather have more things to look forward to even after the expansion is out then get everything at the same time.
[+]
サーバ: Sylph
Game: FFXI
Posts: 1697
By Sylph.Chrisstreb 2013-03-22 13:29:41
Did anyone ask for Synergy changes?
..
.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2013-03-22 13:31:08
The only synergy change I'd like is to have a little HUD appear with the status of the synth. Like the elemental levels and such so you don't have to guess when things are leaking or scan through spammed chatlog.
By Enuyasha 2013-03-22 13:32:16
Did anyone ask for Synergy changes?
..
. i for one am hoping "Synergy changes" eliminates the *** all randomness of augments...
When i did the rough translation this morning, "Reive" was translated as "Rave", So i'm assuming that's how it's meant to be pronounced.
"Rave is, it is intended to open up just rave about."
I thought it was going to be spelled "Reave"....second cool thing SE has misspelled/misshortened :(
Ragnarok.Ashman
サーバ: Ragnarok
Game: FFXI
Posts: 4251
By Ragnarok.Ashman 2013-03-22 13:35:25
Quote: Because of the tremendous amount of translation work that is required, there have been some quests that were, sadly, postponed from this version update.
Just like *** WOTG..... "we have gotten 3 cutscene missions ready for release (even though we've been using this ***as an excuse for getting nothing else done for the past 6 months) and expect to see the completion somewhere near the week the servers turn off". I take their "binders full of content" about as heartily as the average voter took Romney's "binders full of women".
Since i type slow:
Reposting since Kali is mean and made two topics
Inb4ing the naysayers: I'm perfectly ok with this. I'd rather have more things to look forward to even after the expansion is out then get everything at the same time.
I would too but i remember wotg having NOTHING except campaign and 3 cutscenes (literally up to cait sith in the storyline) at release. As long as there's SOMETHING then I have nothing to complain about.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2013-03-22 13:42:54
I do hope they have a decent bit of interesting story to start. If they string it out like WotG, I'm going to end up loosing interest again. I only finally got the drive to finished WotG cause I had to have my moonshade for chant. And speaking of that... I hope the mission rewards for this are awesome an unique. Perhaps another ring? Or a neck piece? Or multiple parts? Whatever it is though, I hope it's as timeless as rajas is.
By Quiznor 2013-03-22 13:46:07
Quote: Because of the tremendous amount of translation work that is required, there have been some quests that were, sadly, postponed from this version update.
Just like *** WOTG..... "we have gotten 3 cutscene missions ready for release (even though we've been using this ***as an excuse for getting nothing else done for the past 6 months) and expect to see the completion somewhere near the week the servers turn off". I take their "binders full of content" about as heartily as the average voter took Romney's "binders full of women".
Since i type slow:
Reposting since Kali is mean and made two topics
Inb4ing the naysayers: I'm perfectly ok with this. I'd rather have more things to look forward to even after the expansion is out then get everything at the same time.
I would too but i remember wotg having NOTHING except campaign and 3 cutscenes (literally up to cait sith in the storyline) at release. As long as there's SOMETHING then I have nothing to complain about.
You'll get 3 CS's which opens access to the new campaign style battles!
Quetzalcoatl.Milliniar
サーバ: Quetzalcoatl
Game: FFXI
Posts: 262
By Quetzalcoatl.Milliniar 2013-03-22 13:46:52
[+]
By Enuyasha 2013-03-22 13:47:17
I just hope that little bit of content they forgot to put in isnt RNF/GEO AF/Relic/Empyrean sets...the world would explode with teal,aurore,and perle RNF/GEO and we'd have a great exodus again.
サーバ: Valefor
Game: FFXI
Posts: 19519
By Valefor.Prothescar 2013-03-22 13:47:33
I'm very happy with the fact that they're implementing a curve for gear and content. It lets us have bigger jumps in gear to strive for in order to defeat/more efficiently defeat harder content for bigger rewards; essentially a tier system with less of a whip to the *** if you don't have the "tier" of gear required, I'd guess. Stagnating at level cap with situational gear pieces or very marginal upgrades would be boring as *** for an entire expansion.
Cerberus.Tikal
サーバ: Cerberus
Game: FFXI
Posts: 4945
By Cerberus.Tikal 2013-03-22 13:53:21
All weapons/armor should have evolith slots. Give us a system like PUP's attachments for weapons, with 1-4 slots or so, and let us slot permanent Evoliths that aren't destroyed once removed, and don't take up inventory space. Their benefits can be small and relatively nuanced, but it'd certainly improve on the crap system they have now.
Also, I enjoyed the content of the post. Hopefully they don't *** it up.
[+]
By Enuyasha 2013-03-22 13:54:42
All weapons/armor should have evolith slots. Give us a system like PUP's attachments for weapons, with 1-4 slots or so, and let us slot permanent Evoliths that aren't destroyed once removed, and don't take up inventory space. Their benefits can be small and relatively nuanced, but it'd certainly improve on the crap system they have now.
Also, I enjoyed the content of the post. Hopefully they don't *** it up. even on R/E/M would be nice
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-03-22 13:57:44
Remember there's a last ?? on the website and it's not Mog Resort! What could it be!
サーバ: Siren
Game: FFXI
Posts: 2215
By Siren.Thoraeon 2013-03-22 13:59:33
All weapons/armor should have evolith slots. Give us a system like PUP's attachments for weapons, with 1-4 slots or so, and let us slot permanent Evoliths that aren't destroyed once removed, and don't take up inventory space. Their benefits can be small and relatively nuanced, but it'd certainly improve on the crap system they have now.
Also, I enjoyed the content of the post. Hopefully they don't *** it up. Materia!!!!
By Shogunazzazzin 2013-03-22 14:00:10
I missed the talks about FISHING updates, anyone knows whats the plan?
サーバ: Odin
Game: FFXI
Posts: 2767
By Odin.Tsuneo 2013-03-22 14:00:11
I don't even remember what "Mog Garden" is.
By Enuyasha 2013-03-22 14:01:33
Remember there's a last ?? on the website and it's not Mog Resort! What could it be! AF/Relic/Empyrean sets prolly...or new "Legendaries"
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-03-22 14:02:23
Bismarck.Ramyrez
サーバ: Bismarck
Game: FFXI
Posts: 4746
By Bismarck.Ramyrez 2013-03-22 14:08:46
Do. NOT. Add. Evolith. Adjustments.
It is a terrible system. It is annoying to use. It is frustrating to camp for lame Evoliths. There is not a single enjoyable aspect aside from (potentially) the finished product.
I will be very upset if they implement that shitfest of an excuse for armor modification into a required method for making high-end gear.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2013-03-22 14:09:40
Valefor.Prothescar said: »I'm very happy with the fact that they're implementing a curve for gear and content. It lets us have bigger jumps in gear to strive for in order to defeat/more efficiently defeat harder content for bigger rewards; essentially a tier system with less of a whip to the *** if you don't have the "tier" of gear required, I'd guess. Stagnating at level cap with situational gear pieces or very marginal upgrades would be boring as *** for an entire expansion. This so much. I like progression, I like hard/strategic content and I'd like my gear to mean something other than simply kill X 10 seconds faster. While I'm pretty happy with my gear overall, I'm interested in some nice vertical progression.
Valefor.Sehachan
サーバ: Valefor
Game: FFXI
Posts: 24219
By Valefor.Sehachan 2013-03-22 14:10:45
My only issue is that I probably won't be able to engage in any of the new endgame content ;; timezones suck.
Siren.Mosin
By Siren.Mosin 2013-03-22 14:12:34
I was looking forward to play as a monster way more than the expansion.
balls.
Ragnarok.Sekundes
サーバ: Ragnarok
Game: FFXI
Posts: 4189
By Ragnarok.Sekundes 2013-03-22 14:18:24
Do. NOT. Add. Evolith. Adjustments.
It is a terrible system. It is annoying to use. It is frustrating to camp for lame Evoliths. There is not a single enjoyable aspect aside from (potentially) the finished product.
I will be very upset if they implement that shitfest of an excuse for armor modification into a required method for making high-end gear. The idea has potential, back when it was released it looked like it was going to be "augmenting" but with choice and I was quite excited for it. But the limits on the system was what killed it. You had certain slot types and requirements that basically let you do nothing useful even if you had a "Good" evolith. But most of all, it was what you could put slots on that was the issue. You couldn't put evoliths in anything decent. Again, I like the concept of customizing gear to make it better for situations or just better for it's specific purpose but I can't say I trust SE to do it right. The overhaul would have to be massive and basically scrap half the requirements and dumb ***. But if done right, it could be amazing.
[+]
03-22-2013 10:53 AM | Slycer | BG Translator | |
| | To All Pioneering Adventurers!!
Hello, it's Matsui.
We're finally down to less than a week left until the release of "Seekers of Adoulin" and we're also in the very last stages of development work (the development team is now mainly working to take corrective actions on defects spotted by the QA team).
I have a few things I want to communicate to you, so I'm writing this post to discuss this development work.
First, let's discuss story-related mission and quests.
Mission/Quest-Related
We've received a lot of feedback over the past few years from players who are interested in more detailed story-related quests and new lore. Our team has been striving to develop Adoulin to satisfy these wishes (we actually have a huge set of documents about the new world).
Because of the tremendous amount of translation work that is required, there have been some quests that were, sadly, postponed from this version update. That said, there will still be plenty of quests to take on.
After the release of the version update, we will continue to add to the main story regularly, along with new quests that match the pacing of the story. As the world opens up, we will continue to add new quests to go along with the changes.
Next, let's talk about "Seekers of Adoulin" from a level design perspective. Because the content, jobs, and equipment are all related, I'll explain what we're thinking about with all of these.
Level Design for "Seekers of Adoulin"
The content is designed for players who have already reached 99, so the equipment added will reflect this. By participating in current content and obtaining current equipment, a better level of performance can be achieved in the new higher difficulty content that will be added from which you can obtain even better equipment... the play cycle should be something like that.
In order to come up with a common measure for content and equipment we came up with a universal scale for comparison (sort of a virtual level that we're calling "content level") and we've developed guidelines for implementing content for the strength of monsters and equipment performance so that we can understand in a more objective way. Lastly, I want to be able to publically discuss the specific content level of content that we add. If adjustments need to be made, we will take care of them little by little.
For monsters, we also developed them based on the parameters and guidelines for content level as described above.
For monster special attacks, we have minimized the range of damaging area of effect of techniques as well as negative status effects (with a few exceptions) which will be kept to a maximum of about 60 seconds in duration. Additionally, some negative status effects for which recovery is difficult (i.e. Amnesia) will be of an even further shortened duration.
As the new jobs will increase the total by another two, it will become increasingly difficult to tweak jobs in such a way that all jobs can deal damage in the same way to any enemy or to adjust content so that all jobs can handle the same content with the same strategies. These aren't suitable adjustments for a game with 22 different classes.
Ultimately, job adjustments will have to be handled by adjusting the new content. For example, if all enemies are strong against magic, mage roles will die off.
For group content to be implemented, we will pay close attention to be sure that it is open to all jobs, and we will continue to share information regarding content implementation. While I'm aware that there is a need to look at individual jobs for adjustments, tweaking the parameters of individual jobs is not enough, and this must be coordinated with content adjustments as well.
This post has become a lot longer than I initially intended, so if you're getting tired while reading this, take this moment to catch your breath.
Now then, let's talk about content from "Seekers of Adoulin"
Both of these will be added when the expansion is released. Additionally, we are actively developing more content to be added for Skirmish, and we plan to add to this in every version update.
About the Mog Garden [[JP, Mog Resort for English I guess]]
At Vana'Fest, we talked about this content to be added. It seems that many players expected that the content would be available at the time of release. The Mog Garden was scheduled to be released slightly later in the development of Adoulin content.
There have been a lot of uncertainties, and it has taken more time than expected to verify the contents, but, as we originally planned, Fujito is working hard so that this content can be delivered to you this summer. (There will be a separate comment from Fujito, so stay tuned for that.)
Lastly, let's talk about some other content, which I'll generally describe below to hopefully get you interested.
Play-as-a-Monster
Play-as-a-Monster and Seekers of Adoulin were originally discussed on different time schedules, and in order to match the new player growth curve that will be created with "Seekers of Adoulin," we have slowed down the implementation work on this.
As we continue to work through Seekers of Adoulin, we will also work on technical hurdles for this, and we plan to showcase the new system on the test server.
Storage (from furniture)
We are working to make furniture storage available at all rental mog houses. Depending on the verification of the changes, we hope to implement this in the spring or summer.
Expansion of Area for Party Invitations
We also expect to add this in the spring or summer. This is planned to be added at the same time that we enhance the Chocobo Circuit to support party recruitment and the "/yell" feature.
Fishing
The adjustments to the fishing system are planned to be implemented this summer or autumn. We are planning to conduct a test of the changes on the test server, and we hope that you'll participate at that time.
Synergy and Evoliths
While adjustments to this are a little further off, I think we need to take a look at this to see what we can do to renovate the system and add some value to it. Once we're at a stage where we can discuss what we have planned, we'll let you all know.
Translated by: Slycer | |
03-22-2013 02:36 PM | Akihiko Matsui | Dev Team | |
| | 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 fitting 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.
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.
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03-26-2013 12:42 PM | Akihiko Matsui | Dev Team | |
| | 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. | |
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