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Development Q&A - March 2020
Greetings, everyone!
While it was unfortunate that we were not able to hold the Fan Gathering event at PAX East this time due to unforeseen circumstances, the Development team still wanted to answer some of the questions we received for the event on our forums. Today, we are pleased to present to you the answers from Producer Matsui Akihiko and Director Yoji Fujito for some of the questions we received.
As some answers request for additional feedback from you all, please read over the answers, post your response in this thread, and we'll relay that information over to the team!
To keep the thread as clean as possible, please refrain from asking additional questions not mentioned in this specific thread and only to respond back only for those answers that require additional feedback from you. You can of course ask other questions in a separate thread and we'll share with the Development team as usual!
Quote:
Originally Posted by
larrymc
When will we be getting upgraded empyrean gear?
Matsui: While we cannot say when we'll be implementing this, we do have plan to make Empyrean armor upgradeable.
Quote:
Originally Posted by
Zenoxio
Could it be considered to allow for automation oil to stack up to 99?
Matsui: While we do not have any plans for this currently, we could do this. We'll look into it.
Quote:
Originally Posted by
Zenoxio
Have there been any considerations to let Bard songs affect pets?
Matsui: We have considered this before.
Quote:
Originally Posted by
Beastorizer
Monstrosity Question: When will the species, quests, & areas to this system be updated?
Fujito: It would require a lot of development resources in order to update Monstrosity; therefore, we do not have any plans to make further updates for this content.
Quote:
Originally Posted by
Gwydion
1.) Will you consider removing the level cap from our pets to match our Item-Level? Our hope is to enjoy increased variety with pet selection. (The current pet selection is very limiting for Su5 Beastmasters and the pet offering in November has zero value when compared to previously released pets). If you would add a unique pet to REM weapons for Beastmaster, similar to COR/RNG bullet pouches that would help us considerably. If those pets offered a unique buff to the Beastmaster, I would be ecstatic.
Matsui: We could remove the level cap for the beastmaster pets, but think we can add new jugs as well. By doing that we can add more features as well. So if you have any specific jugs you'd like to see, please let us know. You could also suggest higher-tier version of existing pets as well.
Quote:
Originally Posted by
Gwydion
2.) There are currently only 2 items in the game that offer Reward Recast Reduction and they reach the cap of -25% reduction very quickly (25/34 seconds). Please increase this cap from equipment so that we may get rid of Group 1 Reward merits and choose a more offensive stance, such as Killer Instinct as you have instructed us to do. Similarly, please consider adding Reward Recast Reduction armor to Domain Invasion or to Dark Matter augmented provided by Oseem.
Matsui: We have no plans to increase the cap of the recast reduction.
Quote:
Originally Posted by
larrymc
SE has said that they want BST to play along side pet. Any plans to introduce gear that boosts or defends both master and pet simultaneously?
Matsui: We'll look into this! It may be included as part of Empyrean gear upgrade, but would you be fine with this? (By having it a job-specific gear, it'll allow us adding features more freely.)
Quote:
Originally Posted by
Mnejing
What ever happen to Indi- Geo- Regain? Considering Adloquium and Tactician's Roll exists for Scholar and Corsair respectfully, its a little unfair.
Matsui: We have no plans for this.
Quote:
Originally Posted by
larrymc
Will SE consider removing the animation lockout during the BST one hour - unleash, so that pet ready commands rapid fire in a similar fashion to SMN?
Matsui: Due to the wait time on the animation, this would be difficult to do.
Quote:
Originally Posted by
Rwolf
Beastmasters have frequently expressed problems with activating job abilities for pets. Could we get clarification as to why Beastmaster requires extreme penalties to follow vision and why it was not required for other jobs? Examples being Ninja tanking or White Mage changes to increase Afflatus Misery usage. Thank you.
*The Development team has previously responded regarding activation of job abilities for pets here.
Matsui: If you mean by adding various characteristics to the pet, such as making your pets take a role of tanks or attacker, then it won't go against the characteristic of the beastmasters' job, so we could consider this. If you feel beastmasters are lacking in this aspect, we'd like you to share your feedback regarding this.
However, please note that we consider the performance of the master and the pet as one, so having it take multiple roles will never outperform other jobs who's specifically made for that specific role.
Quote:
Originally Posted by
TullemoreAsuraFFXI
Will we see additional locations utilized for Apex enemies? More variety of Apex enemy types introduced? Any adjustments to alleviate congestion at locations where Apex enemies currently exist?
Matsui: We currently have no plans to utilize additional locations or add more variety of enemies for Apex. Would you like us to add a bit more?
Quote:
Originally Posted by
ringoko
There aren't any food options that give both melee stats such as stp and acc while also giving mage stats such as magic attack or magic acc. Could you add some in the form of a churro? That would be pretty sweet.
Matsui: While we cannot imagine how this will be used, our general policy is to not add any food that'll allow achieving everything. Food items are aimed to allow players to customize their battle style rather than it being a simple power up item. If we'd introduce item as you suggested, we would need to lower the stats below other food items, so we feel it may become something that may not be used by everyone.
Quote:
Originally Posted by
Frodnon
Will we ever get different colored chocobo costumes?
Matsui: What color would you like to see added?
Quote:
Originally Posted by
Smokenttp
How feasiable it would be to increase delivery box/ action house itens placement sizes?
Fujito: We have no plans for this. This is something we cannot due to the system.
Quote:
Originally Posted by
Zenoxio
Is there anything that could be done to improve getting into Einherjar tier 3? Specifically on Asura seems to be often congested.
Fujito: While Einherjar looks as if it's a layered area, it's a standard area, similar to Dynamis. In order to address the congestion issue, we would need to make it a layered area; however, due to amount of resources required, this is being pushed back.
Quote:
Originally Posted by
Selindrile
Would you ever be willing to let a Dev explain at some point how -Exactly- treasure hunter works (As in how it affects drops)? It's something the playerbase has wanted to understand for a LONG time and it's quite difficult to try to figure out from data.
Matsui: We've prepared detailed data and graph on Treasure Hunter. Check it out!
Attachment 12644
*Click to view full image
*Rarity terms used below are terms used internally within the development team.
<table><thead><tr><th width="80px">TH Level</th><th width="80px">Very Common</th><th width="80px">Common</th><th width="80px">UnCommon</th><th width="80px">Rare</th><th width="80px">Very Rare</th><th width="80px">Super Rare</th><th width="80px">Ultra Rare</th></tr></thead><tbody><tr><td>0</td><td>24.00%</td><td>15.00%</td><td>10.00%</td><td>5.00%</td><td>1.00%</td><td>0.50%</td><td>0.10%</td></tr><tr><td>1</td><td>48.00%</td><td>30.00%</td><td>12.00%</td><td>6.00%</td><td>1.50%</td><td>0.75%</td><td>0.20%</td></tr><tr><td>2</td><td>56.00%</td><td>40.00%</td><td>15.00%</td><td>7.00%</td><td>2.00%</td><td>1.00%</td><td>0.30%</td></tr><tr><td>3</td><td>60.00%</td><td>42.50%</td><td>16.50%</td><td>7.50%</td><td>2.25%</td><td>1.20%</td><td>0.35%</td></tr><tr><td>4</td><td>64.00%</td><td>45.00%</td><td>18.00%</td><td>8.00%</td><td>2.50%</td><td>1.40%</td><td>0.40%</td></tr><tr><td>5</td><td>66.66%</td><td>47.50%</td><td>19.00%</td><td>8.50%</td><td>3.00%</td><td>1.60%</td><td>0.45%</td></tr><tr><td>6</td><td>68.00%</td><td>50.00%</td><td>20.00%</td><td>9.00%</td><td>3.50%</td><td>1.80%</td><td>0.50%</td></tr><tr><td>7</td><td>69.00%</td><td>52.50%</td><td>21.00%</td><td>9.50%</td><td>4.00%</td><td>2.00%</td><td>0.60%</td></tr><tr><td>8</td><td>70.50%</td><td>55.00%</td><td>22.50%</td><td>10.50%</td><td>4.75%</td><td>2.30%</td><td>0.70%</td></tr><tr><td>9</td><td>72.00%</td><td>57.50%</td><td>24.00%</td><td>11.50%</td><td>5.50%</td><td>2.60%</td><td>0.80%</td></tr><tr><td>10</td><td>73.50%</td><td>60.00%</td><td>26.50%</td><td>12.50%</td><td>6.50%</td><td>3.00%</td><td>0.90%</td></tr><tr><td>11</td><td>74.00%</td><td>62.50%</td><td>28.00%</td><td>13.50%</td><td>7.50%</td><td>3.50%</td><td>1.00%</td></tr><tr><td>12</td><td>76.00%</td><td>65.00%</td><td>29.50%</td><td>15.50%</td><td>8.25%</td><td>4.00%</td><td>1.15%</td></tr><tr><td>13</td><td>78.00%</td><td>67.50%</td><td>31.00%</td><td>17.50%</td><td>9.00%</td><td>4.50%</td><td>1.30%</td></tr><tr><td>14</td><td>80.00%</td><td>70.00%</td><td>32.50%</td><td>20.00%</td><td>10.00%</td><td>5.00%</td><td>1.50%</td></tr></tbody></table>
Quote:
Originally Posted by
larrymc
Will we get new storage options (Wardrobe 5 & 6), or the possibility to equip gear stored in mog case, sack, or satchel?
Fujito: Systematically, this is possible to add additional Mog Wardrobes. However, doing this will require additional data communication to occur; therefore it would be impossible to do. We're currently looking into ways to expand the amount of storage; however, we cannot answer when this would be possible at the moment.