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Dev Tracker - news, discussions
By Afania 2017-09-04 16:38:54
Leviathan.Comeatmebro said: »i was including master trials when i said people who keep up are done with battle content
I doubt it, lol. I know A LOT of people with multiple aeonics, more than half of them aren't even hardcore nor serious/dedicated players, but very very few ppl has all 3 wins. The people who "keep up" that you talk about are more like 1% of playerbase. Although it's probably due to general lack of interest so no one really bother to try. But making those BCs relevant would at least give 95% of playerbase a new goal to work on for now, even if it's not the hardest content in FFXI endgame history anymore.
I agree with game needing a new content, in general. But using content already exist in game seems like less work.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-04 18:00:12
Leviathan.Comeatmebro said: »Taking a progression based game and reducing the highest goals difficulty by 2/3 reduces the game's lifespan.
Highest goals difficulty...... WTF are you smoking. It's crafted gear, it's not difficult... at all.
One sec, let me go do this "difficulty"..
*pulls out credit card*
Well guys guess I now own all the "difficult" stuff. Beat the game in 24hrs. Too easy, get on my level bro, learn2play.
Right now there is absolutely zero difficulty in the crafting system. It's nothing more then a dice roll with zero input from the player. It's no different then walking into a casino and pulling the lever on a slot machine.
Leviathan.Sidra
Server: Leviathan
Game: FFXI
Posts: 334
By Leviathan.Sidra 2017-09-04 18:18:39
I don't think he meant it' actually difficult. Given the low percentages of HQs, it's a time and gil grind given the relative likelihood of success.
Not ideal, but at least it gives you something to work towards to improve your character given the lack of new content. Making it easier is not ideal, unless it is replaced by new better gear that is challenging to get.
When there isn't something we can strive for, there will cease being a "we."
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Bahamut.Eorphere
Server: Bahamut
Game: FFXI
Posts: 386
By Bahamut.Eorphere 2017-09-04 18:19:57
Leviathan.Comeatmebro said: »Taking a progression based game and reducing the highest goals difficulty by 2/3 reduces the game's lifespan.
Highest goals difficulty...... WTF are you smoking. It's crafted gear, it's not difficult... at all.
One sec, let me go do this "difficulty"..
*pulls out credit card*
Well guys guess I now own all the "difficult" stuff. Beat the game in 24hrs. Too easy, get on my level bro, learn2play.
Right now there is absolutely zero difficulty in the crafting system. It's nothing more then a dice roll with zero input from the player. It's no different then walking into a casino and pulling the lever on a slot machine.
You don't come at Comeatmebro and use "then" instead of "than" twice during your attack... have you learned nothing?
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-04 18:22:23
I don't think he meant it' actually difficult.
He said verbatim that it was.
Given the low percentages of HQs, it's a time and gil grind given the relative likelihood of success.
It's neither of those, someone merely whips out their VISA and instantly accomplishes that goal.
The only people who are going to be miffed about this update would be the ones exploiting custom packet injectors to get a HQ tier higher then possible and making mass amounts of gil.
Leviathan.Sidra
Server: Leviathan
Game: FFXI
Posts: 334
By Leviathan.Sidra 2017-09-04 18:25:43
I get that people buy gil, gil sellers wouldn't exist if there was no demand.
But that doesn't mean everyone buys gil. For a lot of people, the gil required to land a top tier HQ is a time grind.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-09-04 18:26:24
It's neither of those, someone merely whips out their VISA and instantly accomplishes that goal. VISA can buy master trial wins. It can buy aeonics. Your point is hollow, and you're trying way too hard.
What new improvements have been offered in the last 6 months that weren't crafted?
Surely if the only new gear is crafted, then keeping it rare has a longevity benefit. It's not my problem if you're too stubborn to acknowledge this.
Many people will be glad for it, and it's certainly making gear more accessible. I'm just saying that it's also pushing more people toward the point where they have nothing left to obtain, sooner rather than later.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-04 19:24:46
I get that people buy gil, gil sellers wouldn't exist if there was no demand.
But that doesn't mean everyone buys gil. For a lot of people, the gil required to land a top tier HQ is a time grind.
Quoted
Leviathan.Comeatmebro said: »Taking a progression based game and reducing the highest goals difficulty by 2/3 reduces the game's lifespan
Getting HQ crafted gear is just a matter of gil, it's not difficulty. Crafting isn't difficult. Everyone's welcoming this change precisely because it means more T0 synths' available.
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Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-09-04 19:43:53
I disagree. For many, it is difficult to put up with FFXI's crafting system. :)
Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2017-09-04 19:58:42
Leviathan.Comeatmebro said: »Taking a progression based game and reducing the highest goals difficulty by 2/3 reduces the game's lifespan
Getting HQ crafted gear is just a matter of gil, it's not difficulty. Crafting isn't difficult. Everyone's welcoming this change precisely because it means more T0 synths' available. Crafting itself isn't difficult, but the gear is difficult to obtain. The only reason people can even use gil to buy it is because someone goes through dozens of synths of something. And the materials to make all those synths have to come from somewhere. Every Su3 synth requires vagary mats, so how much vagary is that done by various people. Then there's the other mats which are also expensive, plus the effort that went into making the shield to be able to even do the craft. So just think about how much combined effort is going into even making 1 HQ and that's why it's difficult (to obtain).
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-04 19:58:58
Quote: I disagree. For many, it is difficult to put up with FFXI's crafting system. :)
Ok I'll give you that, FFXI's crafting system is ***.
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Fenrir.Tarowyn
Server: Fenrir
Game: FFXI
Posts: 580
By Fenrir.Tarowyn 2017-09-04 20:27:41
Quote: The effects of Abdhaljs Seals will also increase—but if you’re like me and tend to take normal Ambuscades slow with a small group of friends,
you shouldn’t notice the changes too much. That's a nice boost.
Just a note about this, the wording makes it sound like they're increasing the effects of the seals, but reading the japanese notes, they're just saying that if you do the difficulties that give increased points, you'll get an even increased effect.
Asura.Xijaah
Server: Asura
Game: FFXI
Posts: 97
By Asura.Xijaah 2017-09-04 21:11:21
You guys are talking like 1) they actually cared to make this game last longer (while it seems to me they are perfectly fine with milking it some more until people realize this low-content update trend is as good ad it gets) and 2) people weren't cheesing the hq rates with glitches regardless.
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Server: Fenrir
Game: FFXI
Posts: 1345
By Fenrir.Richybear 2017-09-04 23:45:11
Serious question for people in this thread...
What would you rather have:
- System where there's a pre-determined top-tier of gear, aka the Armadaberk etc days
OR
- Updates every couple of months where the gear you spent millions on is now a piece of dogshit. Whether it was millions on uncursing it, or throwing augments at it ad nauseum.
I mean, granted the updates have slowed down, but we're the same people who spent years like "*** yeah, they're changing Dia from Divine to Enfeebling skill as this year's update. I bet by July 2059 we find out what happens with Lady Lillith when they wrap up WoTG!" with zero changes to how the game was. None. You had Dyna, Limbus and maybe Salvage.
So now we've had a metric ***ton of QoL updates (esp in XP gain), a bunch of end-gamey content, but the mentality is just to beat it within 30 minutes of release and "OMGGG WHEN IS THE NEW CONTENT?! I'M BORED NOW. I HAVE THE ATTENTION SPAN OF A HUMMINGBIRD ON A RED BULL BENDER... OH HEY A BLUE CAR!"
It's gotta be tough to try and develop anything, when you don't know what kind of playerbase to develop it for. Do you make something that requires lots of grinding and luck like original Salvage, or just ***out stat vomit +1, followed by stat vomit.... +2 the following month for the sake of "hey, new shiny thing!"?
As for the crafting update, if it boosts the availability of some HQ stuff, I'm all for it. Sorry to those who spent hundreds of millions of gil on HQ Abj stuff if it plummets in price. >.< It's probably just a case of a low population server mentality on Fenrir, but if more HQ things come around, that's great. It's annoying when you can't find *X Item* because *X Crafters* don't exist as much.
Asura.Sechs
Server: Asura
Game: FFXI
Posts: 10105
By Asura.Sechs 2017-09-05 01:31:39
I've been skeptic on these changes because of the consequences they could bring to the market (supposing the boost won't be so small to be irrelevant) and because they seem too good for the non-crafting part of the player-base.
But then again someone pointed out that a good part of the market got skewed regardless because of the huge influx of cheat/glitches that got abused by some people.
And... that is true, it really happened. Seen from that point of view it seems less unrealistic that SE decided to "compensate" by making T0 recipes easier to HQ through these changes.
Supposing that's the reason behind this change, but it would kinda make sense in a way, I guess.
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By Nyarlko 2017-09-05 01:50:07
Quote: And for dessert, how about a brand new alter ego? We took a look at some of the entries you submitted for the next NPC you’d like to see as an alter ego,
and we think you’ll be glad when she makes her presence known in September! I voted for Lady Lilith. I hope that's who we get. Sadly, Ark Angel Hume is a guy, so the wording shoots that down.
AAHM shouldn't count anyway since it should be a normal Trust included in the the current AATrust questline (eventually.)
Personally, I really hope it's NOT Lady Lilith since she has actual combat animations already and could work as a real Trust instead of this limited time availability/usage BS GEO thing we're getting.
-_-;;
By Chimerawizard 2017-09-05 03:06:26
Serious question for people in this thread...
What would you rather have:
- System where there's a pre-determined top-tier of gear, aka the Armadaberk etc days
OR
- Updates every couple of months where the gear you spent millions on is now a piece of dogshit. Whether it was millions on uncursing it, or throwing augments at it ad nauseum.
I mean, granted the updates have slowed down, but we're the same people who spent years like "*** yeah, they're changing Dia from Divine to Enfeebling skill as this year's update. I bet by July 2059 we find out what happens with Lady Lillith when they wrap up WoTG!" with zero changes to how the game was. None. You had Dyna, Limbus and maybe Salvage.
So now we've had a metric ***ton of QoL updates (esp in XP gain), a bunch of end-gamey content, but the mentality is just to beat it within 30 minutes of release and "OMGGG WHEN IS THE NEW CONTENT?! I'M BORED NOW. I HAVE THE ATTENTION SPAN OF A HUMMINGBIRD ON A RED BULL BENDER... OH HEY A BLUE CAR!"
It's gotta be tough to try and develop anything, when you don't know what kind of playerbase to develop it for. Do you make something that requires lots of grinding and luck like original Salvage, or just ***out stat vomit +1, followed by stat vomit.... +2 the following month for the sake of "hey, new shiny thing!"?
As for the crafting update, if it boosts the availability of some HQ stuff, I'm all for it. Sorry to those who spent hundreds of millions of gil on HQ Abj stuff if it plummets in price. >.< It's probably just a case of a low population server mentality on Fenrir, but if more HQ things come around, that's great. It's annoying when you can't find *X Item* because *X Crafters* don't exist as much. normally, pre-determined top tier gear. however when 1/2 ambuscade gear having +2 version. I want to +2 ALL OF IT! Since RF1 has +2 & 3, I want RF2 & RF3 to have those too. past that, just for the love of god do some more quality of life adjustments, like 10 items to sell on AH, or items only require load on login instead of every time you zone. As far as I'm concerned if they did those two, I could be happy w/o any new gear for like a year.
Server: Odin
Game: FFXI
Posts: 326
By Odin.Foxmulder 2017-09-05 05:45:48
But people would just sell the gear anyway and half the RMEA accounts around are RMTd now anyway so they would also just buy the stuff wuth bought gil and still be wholly incompetent.
That's the benefit of not being on a server like Asura. You know who most of the *** are in smaller communities.
Server: Fenrir
Game: FFXI
Posts: 1001
By Fenrir.Cherrywine 2017-09-05 07:09:50
(supposing the boost won't be so small to be irrelevant)
I see what you did there.
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-05 08:12:31
- System where there's a pre-determined top-tier of gear, aka the Armadaberk etc days
OR
- Updates every couple of months where the gear you spent millions on is now a piece of dogshit. Whether it was millions on uncursing it, or throwing augments at it ad nauseum.
Second system is far better in the long run then the first. The first runs into the issue of stagnation where a level 49 piece of gear is still damn near the best at level 75. It also runs into supply issues where "the best" is only available to people using cheats and then sucking some HNMLS leaders *** to get priority on the lot ~IF~ it drops. Artificial scarcity and static power growth are bad things for dynamic online RPG games, aka MMO's.
People like to remember "the gold old days" with rose tinted glass's. They are remembering the good times with friends while ignoring the extreme amounts of ***that drove those friends away to begin with.
On the note of crafted gear, HQ SU3's are on the order of 300~400 million gil each, Jinxed jackets are only at 180M because someone's been flooding the market with them via "alternate crafting", historically they were 300~400 million each. That's beyond insane, the cost per synth combined with the ridiculously low T0 HQ rate makes them more akin to a lottery ticket.
When the crafting cost of a single piece of HQ crafted gear is above the cost of an entire REMA, something's wrong with the system.
Quetzalcoatl.Mithlas
Server: Quetzalcoatl
Game: FFXI
Posts: 271
By Quetzalcoatl.Mithlas 2017-09-05 08:27:10
People like to remember "the gold old days" with rose tinted glass's. They are remembering the good times with friends while ignoring the extreme amounts of ***that drove those friends away to begin with.
:o I agree.
Asura.Eiryl
By Asura.Eiryl 2017-09-05 09:09:20
What about when they stop adding patches to the game next year though? What then? Escha and high tier battle field drops essentially becomes exactly that which is choice #1.
Eventually there is going to be a best. At some point they won't make new gear, it's inevitable.
When the crafting cost of a single piece of HQ crafted gear is above the cost of an entire REMA, something's wrong with the system.
This has always been an issue in ffxi. The crafting system is -garbage- 1 extra strength is not worth 300m. In any scenario.
When the materials are worth MORE than the finished product, the whole system is assbackwards.
Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-09-05 09:23:20
On the note of crafted gear, HQ SU3's are on the order of 300~400 million gil each, Jinxed jackets are only at 180M because someone's been flooding the market with them via "alternate crafting", historically they were 300~400 million each. That's beyond insane, the cost per synth combined with the ridiculously low T0 HQ rate makes them more akin to a lottery ticket.
gold thread:
200k ingots, 15k silk thread, makes 24 gold thread for 215k.
256 / 24 * 215 = 2.3M
velvet cloth:
4.5k for mats at guild, approx 5% break rate
1 / .95 * 512 * 4.5 = 2.4M
256 malboro fiber @ 50k = 12.8M
256 befouled silver @ 900k = 230.4M
256 penelope's cloth @ 400k = 103M
256 staghorn @ 400k = 103M
sealord skin 300k, approx 5% break rate
1 / .95 * 256 * 300k = 81M
expected results:
16 hexed jacket -1, 227 hexed jacket
243 eschite ore @ 300k = 73M
227 macuil horn @ 1.4M = 318M
227 warblade hides @ 40k = 9M
227 / 64 = 3.5 jackets
16 / 16 = 1 jacket
All in, a full round of synths costs 935M and results in 4.5 HQ jackets and about 225 NQs. At that rate, the cost to produce jinxed jackets with no discrimination, farming, or selling of NQs is approximately 208M per jacket. If you use it to augment your farming(easier to sell 1 jinxed jacket than a gigantic stockpile of staghorn, penelope's, etc..) or bargain shop cross server, you could easily reduce that cost more.
That's not what most people do, though. Hexed jackets only cost 200-500k because they drop in the gobbiebox, have been in multiple login campaigns, and are sold by less savvy sellers. 64 Hexed Jackets@500k, 64 Macuil Horns@1.4M, 64 Warblade Hides@40k, 64 Eschite ore@300k only costs a total of 144M. That leaves 35M of profit on an average round, if you don't have any HQ rings and you drop all your NQs.
Maybe the 180M price is a result of exploits, maybe not. Being 'historically 300-400m' means nothing when material prices have dropped that far. There are currently 32 hexed jackets up for 300k on odin, 13 up for 500k on asura, 8 up for 100k on ragnarok, etc.. that's a 145M jinxed sitting there ripe for the picking.
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Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-05 09:25:05
What about when they stop adding patches to the game next year though? What then? Escha and high tier battle field drops essentially becomes exactly that which is choice #1.
Where did you get the idea of "no more patches"? Don't make the mistake all those people did last time SE said they weren't updating parts of FFXI.
This has always been an issue in ffxi.
And it's only gotten worse, the newer gear requires materials that are obscene to obtain in quantities sufficient to actually have an HQ synth. Years ago the HQ synths were expensive but not like this because the materials were still realistically available.
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Server: Leviathan
Game: FFXI
Posts: 6052
By Leviathan.Comeatmebro 2017-09-05 09:32:07
And it's only gotten worse, the newer gear requires materials that are obscene to obtain in quantities sufficient to actually have an HQ synth. Years ago the HQ synths were expensive but not like this because the materials were still realistically available.
If you look at something like Scorpion Harness or Haubergeon, sure. You may as well be comparing to Voodoo Dalmatica or Voodoo Cuirass.
Sheikh Manteel, HQ plastron set, HQ barone.. the items crafted based on endgame were not only priceless, but nonexistant. When the cap went to 80, there were no more than 5 total Sheikh Manteels in existance. The same can be said of just about everything that was crafted from real endgame drops. If anything, it was worse then.. people just wrote off the gear as unattainable.
Asura.Saevel
Server: Asura
Game: FFXI
Posts: 9917
By Asura.Saevel 2017-09-05 09:32:46
Leviathan.Comeatmebro said: »On the note of crafted gear, HQ SU3's are on the order of 300~400 million gil each, Jinxed jackets are only at 180M because someone's been flooding the market with them via "alternate crafting", historically they were 300~400 million each. That's beyond insane, the cost per synth combined with the ridiculously low T0 HQ rate makes them more akin to a lottery ticket.
gold thread:
200k ingots, 15k silk thread, makes 24 gold thread for 215k.
256 / 24 * 215 = 2.3M
velvet cloth:
4.5k for mats at guild, approx 5% break rate
1 / .95 * 512 * 4.5 = 2.4M
256 malboro fiber @ 50k = 12.8M
256 befouled silver @ 900k = 230.4M
256 penelope's cloth @ 400k = 103M
256 staghorn @ 400k = 103M
sealord skin 300k, approx 5% break rate
1 / .95 * 256 * 300k = 81M
expected results:
16 hexed jacket -1, 227 hexed jacket
243 eschite ore @ 300k = 73M
227 macuil horn @ 1.4M = 318M
227 warblade hides @ 40k = 9M
227 / 64 = 3.5 jackets
16 / 16 = 1 jacket
All in, a full round of synths costs 935M and results in 4.5 HQ jackets and about 225 NQs. At that rate, the cost to produce jinxed jackets with no discrimination, farming, or selling of NQs is approximately 208M per jacket.
That's not what most people do, though. Hexed jackets only cost 200-500k because they drop in the gobbiebox, have been in multiple login campaigns, and are sold by less savvy sellers. 64 Hexed Jackets, 64 Macuil Horns, 64 Warblade Hides, 64 Eschite ore only costs a total of 144M. That leaves 35M of profit on an average round, if you don't have any HQ rings and you drop all your NQs.
Maybe the 180M price is a result of exploits, maybe not. Being 'historically 300-400m' means nothing when material prices have dropped that far. There are currently 32 NQs up for 300k on odin, 13 NQs up for 500k on asura, 8 NQs up for 100k on ragnarok, etc..
No idea what your arguing against, maybe just in general.
I know why the prices are where they are, materials are rare and difficult to farm get in large quantities unless your five or six boxing a lot of stuff with a ***ton of automation. Requiring so many damn synth attempts, due to the obscenely low HQ rate, is what jacks the price into the stratosphere. That is a bad system, period.
And yes the reason the prices are low right now is because a handful of people used "alternate crafting" methods to mass general HQs and are selling them off gradually. This isn't supposition, I know some of them and have discussed this at great length. The ones I know are still sitting on a huge supply of HQ abjurations and just selling them off gradually.
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Hi.
Dev tracker is a kind of feed in Official Forum that highlight (in the left side bar) posts from development team to players demands, questions and sugestion. Given that those answers are given by someone who effectively works with the deveopment of this game, they can be considered as official and true.
http://forum.square-enix.com/ffxi/forum.php
The japanese side of OF has its own dev tracker, that normally is way more active and detailed than english side. If someone feel like translating it to bring the info, feel welcomed too.
http://forum.square-enix.com/ffxi/search.php?searchid=15480698
BG site has one specific topic just to publish and discuss those official answers, and i think ffxiah lacks something similar as not everyone here check BG or OF, so lots of details/dev opinion are missed. So, thats the point of this topic, anyone who see new info in dev tracker feeds, quote it here, and start a discussion if you feel like.
Starting now, a couple of new dev posts were released after march update annoucement. Here they are:
Trust changes
Quote: [dev1261] Alter Ego Adjustments
It will be possible to summon alter egos in the following content.
Walk of Echoes
Wanted battles
It will be possible to summon alter egos in the following mission battlefields.
Wings of the Goddess missions
When Wills Collide / Maiden of the Dusk
It will be possible to summon alter egos for the following quest battlefields.
Wings of the Goddess quests
Champion of the Dawn / The Dawn Also Rises / A Forbidden Reunion
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Dev answer to a sugestion to add new ways to obtain dusk type of alluvion skirmish stone.
Quote: Since dusk-type stones were just implemented, we'd like players to do alluvion skirmishes to obtain them, so there are no plans to add the ability to trade other items for these stones at the moment.
However, we'll look into increasing the amount in circulation and the means of obtaining them in some way in a future version update.
Monster rearing news:
Quote: [dev1262] Mog Garden Adjustments
Monster Rearing will undergo the following adjustments.
A monster's mood will no longer degrade from "beaming with pure contentment" after collecting items or interacting with the monster.
The collective moods of all creatures will generate auras of light or darkness that affects them all.
Light
When the number of creatures beaming with pure contentment is greater than that succumbing to darkness, all creatures’ contentment and mood are increased.
Darkness
When the number of creatures succumbing to darkness is greater than that beaming with pure contentment, all monsters' contentment and mood are decreased.
The following information will be displayed when entering your Mog Garden.
The number of days left on assistants’ contracts.
The current affinity of the Mog Garden.
Mog garden gathering points will undergo the following adjustments.
It will be possible to scrap any unwanted flotsam directly without receiving it in cases where the player’s inventory is full or he is otherwise unable to recover it.
Sugestion about blu traits having aditional tier info.
Quote: This is something that is difficult for us to address at the moment as we would have to send data each time you open the menu to see which tier you currently have. We're concerned about this largely affecting UI response time.
Similarly the same holds true for saving the data client-side as well. Since all of the trait data for this would have to be saved, it would consume large amounts of memory, which also makes this feature difficult to implement.
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