He think Tanaka set the droprates in VW so low, when in all reality, he was still around XI when they introduced give you everything Abyssea lol.
The only thing I can think of that he MAY have done with low drop rates were in Seiken Densetsu 2 with the final weapon orbs, which were low random drops off of random enemies in the Mana Fortress.
Fucking Tsunamis...
Doesn't have that low of drop rates. Ragnarok Online has that low of drop rates on cards. Step into abyssea..kill a few seal mobs, proc every NM.
Come back and tell me it has 0.01% drop rate, I implore you. As for the other posts, mostly about adjustments and the like, nothing about Tanaka. Not that it would have mattered regardless.
The drop rates in tandem with the time required to actually pop the NMs to acquire the gear, yes, they're terribly user-friendly.Doesn't have that low of drop rates. Ragnarok Online has that low of drop rates on cards. Step into abyssea..kill a few seal mobs, proc every NM.
Come back and tell me it has 0.01% drop rate, I implore you. As for the other posts, mostly about adjustments and the like, nothing about Tanaka. Not that it would have mattered regardless.
I've got reams of stories to tell about happy players from Salvage, Einherjar, ZNMs, and Sea, for a certainty.
Long post from YoshiP regarding how some servers are maxed out and in a situation where you can't make any new characters on them.
プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,
現行幾つかのワールドに新規キャラクタ作成制限がかかっている件についてですが、
状況と今後についてご報告します。
Going to update you with current situation and what is planned for the current world issue where new characters can't be created on.
まずキャラクタの新規作成制限ですが、根本的な要因は
「日本のピークタイム時のウルダハタウンAゾーンへの負荷集中」です。
First off the main reason behind restriction on new character creation is due to Ul'dah town A zone being heavy during JP peak time.
タウンはNPCの制御が多数行われ、また現行のFFXIVサーバコード設計上、
プレイヤーの各種処理を「厳密に」サーバで行ってしまっているものが多く、
結果的に「ピークタイムという特定時間の負荷がサーバ処理能力を越えてしまう」場合があります。
For town's there NPC's were managed, and with current FFXIV server code structure there are many process being handled by the server and for that reason at peak time the process goes over the server processing limit.
FFXIV初期ローンチ時には、同時接続者数4000 over/1ワールドの実績もありますので、
ゲーム全体で見れば、新規キャラクタを受け入れる余地はまだあります。
ですが、ウルダハタウンAゾーン単体で見ると限界に達しているため、
これ以上ピーク時のウルダハタウンAゾーンの人口が増えると、
ウルダハだけゲームにならなくなってしまいます。
At FFXIV launch timing there are records where one world had over 4000 players online at same time so looking at the game overall it's possible to accept new characters. However when looking at Ul'dah town A zone alone it's over the limit and if we get any more during time you wont be able to play the game if you're in Ul'dah.
現在は既に新生用の高性能サーバを用いて、安定化を図っていますが、
サーバ処理コードは現在のFFXIVのままなので、やはり限界点は新生サーバコードよりも、
早く来てしまうことになります(性能というかスレッドを効率良く生かし切れていない)。
これ以上キャラクタがウルダハに集中すると、またサーバ性能だけでは耐えられなくなるため、
新規キャラ作成の制限をかけさせて頂いています。
(これは幾ら新生でコード最適化/スレッド最適化が行われ性能が格段に上がっても、
キャラクタの超負荷集中/1ゾーンという物理限界が来れば、結果的には同じ対応にはなります。
今よりも随分限界点に余裕はでますが)
Currently we are using the high spec servers for 2.0 to try and make this stable but the server process code is still current FFXIV code so this max limit reaches before the 2.0 server code. (Rather than specs more like can't use the threads efficiently)
If more characters concentrate on Ul'dah we can't handle just with server specs alone therefore we have put the restriction on new characters right now.
(Even with 2.0 with much better optimized code/optimized thread if the character concentrates a lot in one zone and hit's the physical limitations it will end up in same situation. 2.0 will have a lot more space for maximum limit)
現状行っている対応は以下の通りです。
We are currently addressing the following:
・パッチ1.22で人口集中の分散を図る対応をゲーム的に実装しています(導線分散)。
We are implementing methods in game to spread the population
・サーバ性能の更なる強化のための増設手配(手配済み/ハードウェア納品までの時間要)
Preparing to increase the server specs (Already per-arranged/need time for hardware delivery)
・新ワールドのオープン準備(状況を見て即座に対応できるように)
Preparing for new worlds to be opens (So we can address the issue right away looking at the situation)
まずはパッチ1.22の実装により、どの程度皆さんの人の流れが変わるかを、
確認させて頂き、予測を行った上で、また対策を施していきます。
上手く分散効果が出れば、キャラクタ新規作成制限が外れることになります。
(前述したように、問題はウルダハタウンAゾーンへの集中だけなので)
First off in patch 1.22's release we are going to check how everyone will move and from that we will try to take measures.
If the population spreads effectively we can remove the new character restrictions.
(Like I said the main issue is due to concentration in Ul'dah town A zone)
最後に。上記文面から推測できるようにウルダハの街は、
「ウルダハタウンAゾーン」と「Bゾーン」という二つのゾーンサーバで構成されています。
重いのはAゾーンのみで、実はBゾーンにはかなりの余裕があります。
Lastly, from reading above description in Ul'dah is made of two zone servers "Ul'dah town A zone" and "B zone" the heavy load is only at A zone and there are a lot of room in zone B
パッチ1.22で少なくともBゾーンへ分散効果があることを祈りつつ……。
(ゾーン分離位置を教えてくれたら協力するぜ!というお声が多ければ、
前向きに検討させて頂きたいです)
In patch 1.22 we hope the population spreads towards zone B....
(If there are many that can help the zone spread if we show the zone areas would like to look into this to make it possible)
ちなみに別スレッドでレイドで200人のPCを処理できない、
というお話を見かけましたが、レイドはPCだけでなくモンスター数10体、
ギミックのコントロールなど、相当数の個別処理が走っています。
Also in another thread read someone mentioning inside a raid the server can't process 200 players, but for raids there are other controls to check and process individually for not only PC's but 10 monsters at a time
現在はFFXIV現行サーバでも、インスタンスを複数のサーバで起動させるよう拡張対応されています。
メンテナンス後、同時レイド数が増え、ある程度快適になったのはこの効果です。
コンテンツ毎にサーバ割り当てを数をスイッチすることも可能になりました。
その節はご迷惑をおかけしました……。
With current FFXIV server we made it where it uses multiple servers for multiple instance, this is why it got some what better after the maintenance and made it possible for more instances for the raids. We also made it possible to switch the server for each contents.
Sorry for the trouble this has caused at that time.
毎度長文でスミマセン。
Sorry for the long post as always
Dang it I shouldn't of posted on the Paladin's soft thread to please don't nerf any Jobs since he posted Job Adjustment instead of Palading Adjustment, he posted another post lol Reading/Translating in a bit
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