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  1. #1
    Community Rep Bayohne's Avatar
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    The Current Status of FFXIV Patch 3.1 and How to Address it Moving Forward

    Greetings, everyone!

    We've got a message from Producer/Director Naoki Yoshida that we wanted to pass along. These points echo the ones he made during the Letter from the Producer LIVE, but also give a bit more insight into the situation. Please find his message below.


    Quote Originally Posted by Naoki_Yoshida
    Hello everyone, director and producer Yoshida here.

    Thank you for the large amount of feedback on the content released between the launch of Heavensward and Patch 3.15.

    We’ve been reading over all of your feedback as well as playing the game alongside you, and we understand that there are various issues with game balance and content balance at the moment.

    We plan on correcting the game balance in Patch 3.2, the next major update; however, I would like to take a moment to discuss the development teams understanding of the current problems that have developed from 3.0 to 3.15 and the thought process on how we plan on addressing them in Patch 3.2.

    I’ll be covering many different points, so I apologize for the long read.

    The Difficulty and Rewards for Alexander: Gordias (Savage)

    One of the major pillars of FFXIV’s game design is based on the item level of weapons and armor. Furthermore, the latest raid, Alexander: Gordias (Savage) is content where you are able to obtain items with the highest stats as a dropped item.

    The difficulty and the item level of the items that can be obtained in this raid were set to be the highest in terms of game balance, so I would like to start off by talking about this point.

    Jumping straight to the conclusion, I feel that the difficulty level of Alexander: Gordias (Savage) is too high. I’ve met many players from all over the world and have been hearing requests for even harder content, and it was to answer these requests that we set the raid to its current difficulty. However, this caused the following as a result.
    • The difficulty was high to the point that players were transferring to different Worlds in search of groups to beat it.
    • The difficulty was high to the point that players were unable to clear the content, and the time in which they were unable to obtain items grew too long.
    • Due to the severity of DPS checks, it’s not possible to supplement with item levels only.
    Players who were seeking difficult content welcomed this, but for those who are unable to beat this content, it’s the same as if Savage never existed, and we are reflecting back on this now.

    Based on this, we are currently making balance adjustments to Alexander: Midas (Savage), which is scheduled for release in Patch 3.2, so that the difficulty is somewhere between The Second Coil of Bahamut and the Final Coil of Bahamut.

    With these balance adjustments, I believe the number of people who are able to clear this content will increase, and it will be possible to find parties to challenge this content on your own World.

    Furthermore, we also understand that obtaining an item level 210 weapon for clearing the fourth area of the extremely difficult Alexander: Gordias (Savage) is an issue due to the fact that this is the same item level as that of the upgraded Esoterics weapon. Had Savage offered an item level 215 weapon, it would have given a clearer identity to those who cleared this content. It would also have made it possible to implement the Esoteric weapon upgrade and Anima weapons earlier, and in turn made those easier to obtain.

    In summary, the development team feels that the difficulty level of Alexander: Gordias (Savage) and the item level of the rewards for this content were poorly set, and as a result it largely affected the content that came afterwards.

    Based on the feedback that we have been receiving, we will be lowering the difficulty of Alexander: Midas (Savage) that will be implemented in Patch 3.2, while simultaneously setting the item level of the Savage weapon and the item level of the new Allagan tomestone weapon to be different. We would like to revamp the overall balance moving forward with these changes.

    Exploratory Missions

    Exploratory missions were implemented as a new type of content based on the idea that items can be randomly obtained through farming and players could create their own rules and approaches. Up until recently, there were many limiting rules and a focus on set content in FFXIV.

    However, since this deviated greatly from the content we’ve had up until now, there has been challenges involving the friction between players who want to gather and those who wish to battle, as well as the length of time spent playing this content.

    Additionally, due to the fact that this was new content, we felt the need to include reward items which were attractive, which is why we decided to add item level 210 items to Diadem. This had both pros and cons. With the item level of the rewards for Alexander: Gordias (Savage) set to 210, we had to restrict the amount of item level 210 gear in circulation in order to maintain the minimum amount of motivation for players challenging Savage.

    Just as mentioned in the feedback we have been receiving, had the item level been 205, I believe we could have kept it as it was for farming and not had to make adjustments. This equipment could then have been used to challenge Savage, and we feel that this was an issue as well.

    In accordance with feedback, we will be aiming to make exploratory mission content more rule based, such as the following.
    • More chances for exploration.
    • Make a system for matching routes with different objectives such as battle and gathering focused.
    • Add variation to the exploration objectives, and make it more fun to explore as an individual party.
    • Create set rewards and make it so that farming is not the only objective.
    • Reduce the content time, and turn it into content that does not rely greatly on player skill.
    We'll be introducing changes via maintenance in order to reduce the content time of exploratory missions and to make adjustments to the balance of item circulation, while making it into a place for collecting items and spirit bonding. We’re also planning a large scale expansion to this content in the next exploratory mission update. We’ll be utilizing everyone’s feedback as much as possible for this.

    Anima Weapons

    The successor to the Zodiac weapons, Anima weapons, have been implemented; however, their balance is directly linked to the item levels of the rewards for Alexander: Gordias (Savage).

    Since it is currently only possible to obtain an item level 210 weapon from Alexander: Gordias (Savage), the time and effort required to create an Anima weapon was set to be roughly the same level with this as a benchmark.

    Similar to Zodiac weapons, Anima weapons are based on the following concepts.
    • Will not be the strongest weapon at the same time as the rewards for clearing the hardest difficulty content.
    • Clearing the hardest difficulty content will not require you to obtain Zodiac/Anima weapons.
    • Creating these weapons will require you to put in effort over a longer period of time.
    Just as mentioned in the patch notes, a long period of time will be required to complete Zodiac and Anima weapons, and they have been designed based on the idea that you will progress through the series at your own pace. Additionally, this content is strongly geared towards the element of time for players who are not into raids or other difficult content, or for those who wish to play solo.

    An exception to this concept was the necessity to beat the hard versions of Ifrit, Garuda, and Titan for the relics released at 2.0; however, looking at the percentage of players who possessed relics at that time, we determined that this was a wall for players who were not into difficult content.

    The development team will no longer be using difficult content such as this, but in the event that they utilize content completion as a requirement it would be on the level of storyline primal battles or Alexander normal, and such. By doing so, even players who are not into clearing difficult content will have a goal and be able to earn powerful weapons if they put in the time, though they will be slower to reach this point than the top tier of players.

    However, due to the fact that the item level for Alexander: Gordias (Savage) is 210, we were unable to make the current Anima weapons any higher than this, which resulted in concerns being raised about Esoteric weapons and the lifetime of weapons that are to be implemented in Patch 3.2. Furthermore, with the difficulty of Savage being very high, Anima weapons have become the sole option for obtaining item level 210 weapons for some, and we understand there is an issue with there being no other options.

    With these weapons starting at item level 170, players who have joined the game later can quickly reach item level 200 without having to rely on the weekly limited Esoterics. Additionally, in regards to collecting crystals through FATEs, using feedback from the 2.X period, we eliminated the job restrictions, removed level restrictions, and prepared multiple avenues for obtaining items, so players are able to collect items how they want.

    With all that said though, we will be revamping the item level hierarchy in Patch 3.2 and making adjustments so the flow afterwards is more fitting. The next phases for enhancing Anima weapons will take place in Patch 3.25 and Patch 3.3.

    While we've been receiving requests to make Anima weapons involve more challenging content and to not tie it to randomness or crafted items, just as I mentioned above, this is content that is focused on creating weapons by spending time, so I’d appreciate everyone’s understanding that this is an option for players who are not into challenging difficult content.

    To repeat what I said earlier, we made mistakes with the setting of the difficulty for Alexander: Gordias (Savage) and the item level of the rewards, which affected the content that came afterwards leading up to Patch 3.15. We are reflecting on this problem, and based on everyone’s feedback we will be revamping the balance of the game from Patch 3.2 onwards.

    As always, thank you very much for your feedback and support!
    (117)
    Matt "Bayohne" Hilton - Community Team

  2. #2
    Player Kaiser-Ace's Avatar
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    Chris Magnus
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    Balmung
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    Well, at least I can still say you've been listening. I personally though would like to add the suggestion to look over the specialty crafts in detail as well. As it sits it is a minor annoyance but if needing specialty items from crafts with little to no relation to each other than it may result further down the line in a massive crafting balance issue.

    Also, I'd like to request alot of attention being made to Gold Saucer. It was very shocking to see Lords of Verminion go dead on my server the day after it's release.
    (17)

  3. #3
    Player
    Savagelf's Avatar
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    Aribeth Lightbringer
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    Behemoth
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    I thought before every patch they should add test bay server to make sure patch is bug free
    (2)

  4. #4
    Player
    Rynia's Avatar
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    Rynia Tenendora
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    Shiva
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    Conjurer Lv 60
    So Yoshi-P didn't address the real issue with relics at all, which is the question of why they were pushed back to 3.15.

    If the relic quest had come out even a patch earlier, people wouldn't have complained so much. But to hype it up for such a long time, claiming that it needed more time to polish, only for it to be a rehash of old relic content, even down to reusing existing icons (hello, Unidentified Bone using the exact same icon as trash mob drop Bone Chip!) and just general poor execution (being able to throw away or sell to a vendor important relic quest items). What about that needed months worth of development time to improve? The fact that this isn't even mentioned at all despite being a pretty big reason why people are dissatisfied with the relic is worrisome, and does nothing to dispel the feeling that the relic was only pushed back to keep us playing during this content drought.

    While these letters are good, we need more open communication from the dev team rather than just damage control. It's a shame that we won't get it due to PR issues, but I'll take this admission of "we messed up" in good faith.
    (74)

  5. #5
    Player
    Belhi's Avatar
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    J'talhdi Belhi
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    Quote Originally Posted by Rynia View Post
    So Yoshi-P didn't address the real issue with relics at all, which is the question of why they were pushed back to 3.15.

    If the relic quest had come out even a patch earlier, people wouldn't have complained so much. But to hype it up for such a long time, claiming that it needed more time to polish, only for it to be a rehash of old relic content, even down to reusing existing icons (hello, Unidentified Bone using the exact same icon as trash mob drop Bone Chip!) and just general poor execution (being able to throw away or sell to a vendor important relic quest items). What about that needed months worth of development time to improve? The fact that this isn't even mentioned at all despite being a pretty big reason why people are dissatisfied with the relic is worrisome, and does nothing to dispel the feeling that the relic was only pushed back to keep us playing during this content drought.

    While these letters are good, we need more open communication from the dev team rather than just damage control. It's a shame that we won't get it due to PR issues, but I'll take this admission of "we messed up" in good faith.
    Actually he did. According to the translation I heard it was because the top relic was 210 and they didn't want the relic to outstrip the Savage weapon. If the Savage weapon was 215 they would have had it in in 3.1.
    (27)

  6. #6
    Player
    Savagelf's Avatar
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    Aribeth Lightbringer
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    Behemoth
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    he need easy up gas on the motocyce
    (2)

  7. #7
    Player
    Sousoulsu's Avatar
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    Kuus Hime
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    Balmung
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    I am very happy the dev team is addressing the problems with the game.
    I wonder if they understand that people don't like Savage because it's just a numbers game, rather than interesting fight mechanics?
    Thanks for posting, it goes a long way with the playerbase <3
    (15)
    -----/*l
    -__/__\__
    =(-*w*-)= Nyew're
    --)------(--// AMEOWZING!
    -(_____)-//

  8. #8
    Player
    Zumi's Avatar
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    Zumi Kasumi
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    Sargatanas
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    Paladin Lv 70
    I hope the new raid is good with some better fights and not just dps checks where you have to basically have your 1 healer always dpsing and tanks using all str gear.
    (11)

  9. #9
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    Warlyx's Avatar
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    Warlyx Arada
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    Moogle
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    Bard Lv 70
    my question is WHY NOT BOTH options for Anima? lets say Alex savage drops the items directly instead of tokens ? there is a week lockout ....

    the primals should drop tokens too 2-3 tokens to exchange for unidentified items and every1 is happy ....even maybe some players will finally give it a go to the primals and alex savage and have more farming options
    (35)

  10. #10
    Player
    Alexander_Dragonfang's Avatar
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    Alexander Dragonfang
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    Zalera
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    - Creating these weapons will require you to put in effort over a longer period of time.


    Thats the true issue with Relics.

    This concept derives into 2 mayor problems.

    1.- You CAN`T trade skills for time. Literally, you can`t compare the effort to beat a raid with the effert to go through a mindless boring grind. No amount of time will ever become a challenge, time is not "difficulty". The sooner developer team realizes this, the sooner you will see new possibilities to the relics that doesn`t invole put players through boring content. THIS ISN`T FUN, CHALLENGING, HARD OR REWARDING. Is just grind in trade of skill or effort itself.

    2.- The reward isn`t worth it and its badly targeted. Relics are supposed to be "catch up weapons". Easier to obtain raid weapon for catching up content. When you do the weird conversion of skill for time it loses its value as a reward since time isn`t a difficulty to begin with, and time investment needs to be amplified to become a long term goal that "somehow" (hint: they can`t be compared) makes for the effort and challenge of going for the previous raid weapon, but since this time investment is longer and longer each time as iLevel continues to rise we have are close, or we are there already, give it or take some, to a point where Relic has become "Longer" to get that the raid weapon itself, which derives on it being badly targeted, as it has left the realm of "casual players" (their original target) and have moved into a more hardcore realm... Proof of this, is how only hardcore raiders are honestly involed on the quest completion, since its a daunting task for most casual players which in a big part are still doing 2.0 relic quests... The Relic Quest have lost their reason to be... Only thing holding them standing is the mayor DPS check on Alexander Savage that prevents players from getting the original i210... But if next patch doesn`t change this course, the raid weapon will become literally faster to get than the relic one which makes absolutely no sense at all.

    Developer team really needs to come with a way of making relic a casual alternative but not being a mindless grind of older content of a thousand steps of boredom which only puts one thing to the test, our trust to the game and its developer team, test that i think you have begin to fail. Ideas are in the thousands, ideas which reduce the grind, return the relic to a lower level of challenge and make them again the "casual alternative" while revitalize older content. We don`t live in a world of extremes, specially considering its an artificial world to begin with. This game can`t keep working on a paradigm where its either amounts over amounts of effort, skills and comitment or hundreds over hundreds of hours of desperation and BOREDOM.

    And RNG... Longer term goals based on cheap RNG solutions are even more agravating. 4 Years ago you had a challenge. Now you have it again, and recycling content isn`t going to cut it anymore. CORE CHANGES MUST BE MADE.
    (104)

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