Page 19 of 30 FirstFirst ... 9 17 18 19 20 21 29 ... LastLast
Results 181 to 190 of 296

Thread: Item Levels

  1. #181
    Community Rep Camate's Avatar
    Join Date
    Mar 2011
    Posts
    1,712
    Greetings everyone and happy Friday!

    Below are a couple of posts from Producer Akihiko Matsui where he explains about the choices made for the adoption of item levels.

    Quote Originally Posted by Akihiko_Matsui View Post
    Hello, Matsui here.

    Apologizes that it took so long to post. I'd like to expand a bit on the explanation as to why increasing the level cap was not a choice for the direction we are taking. I apologize ahead of time for the complexity and the jargon that is used.
    • A problem of programming consensus

      As a development consensus, it was decided that the UI display would not exceed level 99 and as such an extremely large amount of aspects were created based on the idea that the level cap would not exceed 99.

      I'll go ahead and mention this for the sake of the developers, but normally things are structured with as much margin as possible so that aspects can be addressed by just changing definitions and compiling.

      However, if there is too large a margin for save data, packets, and other multiplicative elements, then performance will be affected, so there are a lot of areas that have been setup on a bit by bit scale. Also, in statements for content and events in FFXI, a lot of them have been written on the basis that the maximum level is 99.

    • The problem of man-hours required to change this

      If we were to simply increase the level cap to go beyond 99, we would first have to start by investigating exactly how many areas would experience the above issues. As I stated previously, it's not only the program, but there are also level statements in the scripts for content and events. The time needed to check all of these, re-write them, and then test each one could not be secured before the deadline for Adoulin, and as such we were unable to select a level cap increase as an option.

    Due to the above reasons we were unable to adopt a plan to increase the level cap.

    However, in order for FFXI to continue to operate, I feel that in addition to growth via items, a new growth system is necessary.

    While it will take some time considering everything we have in the game thus far, we've allocated the necessary people and time and have begun calculating and testing where possible. With that said, I apologize for not being able to get responses out right away.
    Quote Originally Posted by Akihiko_Matsui View Post
    One more thing.

    As many of you have mentioned in your posts, I too believe that level design-wise, starting with the implementation of craftable items and quest rewards, then moving on to party-based battles, and then ultimately high-level, alliance-based battles is both normal and correct.

    However, many FFXI players have already completely played through all the high-level content for level 99, and we felt that quick implementation of new, high-level content was desired. Due to this, in order to break the feeling of stagnation, we prioritized the implementation of reives, Skirmish, and Delve, which make up the vertical backbone of content.

    Speaking in regards to Delve, while we have received feedback that it's really fun, we understand that a lot of players have given up on challenging this content.

    Both the staff and I have no plans to see these conditions continue.

    The development team is currently in the midst of discussing the priority order of the items to be implemented after the August version update, but unfortunately since final adjustments are being made to the content for the July version update we were unable to finalize this yet.

    Below is an example of the things we have been discussing:
    • Addition of battle content that can be undertaken by low-man parties or solo (+NPC)
      The idea is something like an Adoulin version of Meeble Burrows.
    • Expansion of synthesis and other non-battle content
    • Continued adjustments to reives
    • Addition of solo-content that focuses on exploration instead of battle
    • Adjustments so that players’ efforts are more naturally tied to colonization
    • Revamps and enhancements to equipment
      RMEC weapons, job specific equipment, etc.

    To start off, we'll be placing a heavy emphasis on increasing the amount of content variety, supplementing the gaps in content, and making it possible to increase your item level solo or low-man, and we are proceeding to prepare for the implementation of a lot of this.

    As we are in midst of working on the July version update as well as the August version update, I'll need a bit more time before I can tell you new information, but I’ll be doing my best to deliver it to you as it becomes available.
    (22)
    Devin "Camate" Casadey - Community Team

  2. #182
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    For those unlucky (or lucky actually) enough to not be a part of a big LS, The new solo/lowman friendly content is a real blessing. Though I'm sure some will still complain its too hard to exit the mog house or their level 98 WHM can't solo it... But thats not a negative to the devs more of a shameful look at fellow gamers...

    WHATEVS. This is great news for just about everyone, thanks!
    (7)

  3. #183
    Player Sekhmet's Avatar
    Join Date
    Sep 2011
    Location
    Windurst
    Posts
    31
    Character
    Sekhmet
    World
    Leviathan
    Main Class
    DRK Lv 99
    However, in order for FFXI to continue to operate, I feel that in addition to growth via items, a new growth system is necessary.
    I like the mention of a growth system besides the growth by equipment idea. Now I'm no developer, but would you consider a growth-tree like addition to merits? or a completely new system outside of merits. Something along the lines of spending growth points to climb along a growth tree, taking branches to get new traits or abilities, but make each tree job-specific, and make only one path available to be taken at each branch. That way you could have 2 drks, for example, but each would be unique based on the choices they made. Again, I'm no developer, and I'm sure there are holes in what I said, but it could be an interesting path to look into ^^
    (5)
    Last edited by Sekhmet; 07-06-2013 at 04:04 AM.

  4. #184
    @Sekhmet, if you go WAY back to the earliest posts about increasing the level cap to 99 there was at that time mention of adding a 2nd tier of merits. as NOONE talks about it I'm assuming it sort of fell by the wayside and they hope we forgot, well I didn't. I'm not saying it will ever happen but at least at 1 point it was at least proposed. I'm assuming it's superceded by the gear progressions, but it should be on the table since it would provide mechanisms for the addition of things like the additional HP/MP we would have gained if we and not just our gear continued to level. if anything, I think the ability to do that, add more skill to our weap/eva/shield, etc would make the creation of new mobs more linear, unless we are dealing with a geometric or logarithmic curve in strength with increased mob levels.
    (3)

  5. #185
    Player loldrg's Avatar
    Join Date
    Mar 2011
    Posts
    13
    Character
    Relryc
    World
    Bismarck
    Main Class
    DRG Lv 99
    just a thought, a way to keep older content somewhat "relevant" and in hopes of making it easier for people to form parties, groups and alliances and what not to do such content, have quest/synthesis recipes that require older armor to upgrade newer armor for new stats and bonuses. Kind of like the limbus and limbus 2.0, but better and more involved. I had always wanted a body armor that combined the stats of my homam corrozza with a adaberk back when the cap was 75.
    I think a method like this could allow for some variation in armors and not have everybody going down the same cookie cutter line. Something like "new body armor A has base def xxx, attack +50 and 2 blank "slots" Get a quest from a npc or have armor "A" used in a synthesis recipe, require upgrades to consist of two lower level armors(in this case lets use 75.) Player then goes and uses in synth/quest an adaberk for the +DEX+STR stats, and a homam body for the + triple attack. Tada new armor created. Maybe they would rather have "refresh" or "increase % crit" instead of triple attack. Turn in Ares armor or that one body armor from the WotG sandworm.
    In theory you have tons and tones of options to mix and match what you want. Obviously keep heavy armors with heavy, light with etc, maybe depending on what is used to make new armor the color scheme of the new armor could change. All just a thought, not thought out in great detail, so please don't bash or criticize for that.
    (0)

  6. #186
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Quote Originally Posted by Sekhmet View Post
    I like the mention of a growth system besides the growth by equipment idea.
    I feel anyone who can appreciate growth systems in games and was not raging over RME knew exactly that they needed some other method of character growth with the lv99 cap. Even I think going beyond it would be a bad idea.

    Now I'm no developer, but would you consider a growth-tree like addition to merits? or a completely new system outside of merits. Something along the lines of spending growth points to climb along a growth tree, taking branches to get new traits or abilities, but make each tree job-specific, and make only one path available to be taken at each branch. That way you could have 2 drks, for example, but each would be unique based on the choices they made. Again, I'm no developer, and I'm sure there are holes in what I said, but it could be an interesting path to look into ^^
    The main issue with merits is that they're purposely lackluster with a handful of decent choices. I would rather job merits get entirely revamped and redesigned. Then and only then would I think it appropriate to give the jobs growth trees to further specialize or develop their jobs in a specific direction.
    (3)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line.

  7. #187
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Producer Akihiko Matsui
    Revamps and enhancements to equipment
    RMEC weapons, job specific equipment, etc.
    AF+2 anyone? Assumingly* going to be lvl 105 to match RUN and GEO AF?



    * Apparently 'Assumingly' is not a word, according to my browser spellchecker, but 'unassumingly' is...? Oh well.
    (0)

  8. #188
    Player Oddwaffle's Avatar
    Join Date
    Jun 2011
    Posts
    69
    Character
    Yummypie
    World
    Leviathan
    Main Class
    WHM Lv 99
    That means none of the REM, solo, low-man, explorations and pretty much things that help people who have already given up on current delve content are not coming until September or October right?

    Oh well, I'll wait until they start doing something interesting that makes me want to play again. I'm just cancelling my account for now and play something else. People need to realize that they are customers (Kings and Queens) and they to only eat what they like and throw away stuff they don't want. It's summer, games are on sales like crazy. I just got Ai Wars bundle for $5. I'm sure there are plenty of other options to keep me happy until October.
    (5)
    Last edited by Oddwaffle; 07-07-2013 at 01:37 AM.

  9. #189
    Player Godofgods's Avatar
    Join Date
    Mar 2011
    Posts
    711
    Character
    Godofgods
    World
    Odin
    Main Class
    DRK Lv 99
    •Expansion of synthesis and other non-battle content
    Synthesis that is not synergy please! Tired of most things being revolved around that single one.
    (1)

  10. #190
    Player Kristal's Avatar
    Join Date
    May 2011
    Posts
    1,552
    Character
    Kristal
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Godofgods View Post
    Synthesis that is not synergy please! Tired of most things being revolved around that single one.
    Synergy is not really 'one' craft. It's an extension of ALL crafts. You could level nothing but synergy and just party with someone who has the required skills for the recipe.
    (1)
    "Puppetmaster was our last best hope for peace. It failed.
    Now it's our last best hope.. for victory!"

Page 19 of 30 FirstFirst ... 9 17 18 19 20 21 29 ... LastLast