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.
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.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.