Hello, Matsui here.
I'd like to respond to some of the feedback and questions that were generated as a result of yesterday's post.
It seems like you are working with the people who are favorably accepting the whole concept of content levels and item levels, while you ignore the majority of feedback which are filled with criticism and concern.
Ever since Adoulin was released, I feel like the player base is decreasing with every update, and it seems like this is going to continue.
If you really want to proceed with content levels and items levels, I really think you should hurry and address inventory issues and improve the job disparity due to item levels.
We don't need content that makes people leave, so please focus on making content that will bring people back from here on out.
Please keep doing your best from September on as well.
If it seems that way, it's just my inadequacy and I will do my best to work harder on this.
There are times when I get a bit hung up thinking about how to respond to dissenting opinions and criticism, but I will do my best to grasp the real meaning and make the appropriate response.
As a result of this there are times when I do not make direct replies to feedback, and as I am not always quoting text it may seem that your feedback is being ignored. Also, there are cases it might feel this way when you don't receive an answer to certain things you were expecting and the subject continues to shift.
The way everyone thinks is different, and while a universally accepted answer is not very realistic, I will continue to do my best to ensure that I connect my responses to our position and conclusions that can be easily understood.
I posted yesterday about the item levels between jobs, but I will be responding about this more with the version update content.
We are also looking into Gobbiebags, but as there are risks that these will cause other inconveniences such, as items not displaying right away when logging in or changing areas, we would like to closely investigate methods that have low risk and have a high possibility of realizing (including methods other than Gobbiebags).
When will the "magic damage +" effect become the full-on effect you planned?
We are working on this for the August 6th version update.
What's going on with shield block rates now? And why is the Steadfast Shield a lower item level than the Faction Shield?
First, the current activation rate for shield blocks and parrying on the Test Server has become higher than normal due to a bug, just as was announced
here.
Moving on to the second question, the Test Server data is still being adjusted, but will ultimately look like the below:
- Data currently being adjusted (Test Server data)
Killedar Shield (Delve boss) – Item Level 117
Steadfast Shield (Delve NM) – Item Level 105
Faction Shield (Bayld) – Item Level 106
↓
- Adjusted data
Killedar Shield (Delve boss) – Item Level 117
Steadfast Shield (Delve NM) – Item Level 113
Faction Shield (Bayld) – Item Level 106
- Will the 90-100% block rate of Ochain be preserved?
- Will other shields not be able to catch up to Ochain even with shield skill +?
Not only Ochain, but all existing shields will still have their same block rate as usual.
Other shields will not have a block rate that gets close to Ochain; however, there will be shields that have a higher damage reduction when blocking than Ochain.
More than just preserving Ochain, it's that we are in a situation where Ochain adjustments are extremely difficult due to the fact that strategies that involve the use of Ochain are well-established.
If we were to convert the block rate of Ochain into terms of item level, it would just about be item level 150. In the case we were to reduce the stats to something more proportionate (consider RME weapons), it would be tied to increased difficulties in Delve plasm farming and such.
If this is what is wanted, we can always take a look at reducing the block rate on Ochain; however, I don't believe you'd want this, and neither do I.
We'd like to avoid the consequences of nerfing Ochain, and have selected to add stats to shields we introduce here on out so they can gradually get closer to the stats of Ochain. If anything is unclear with these intentions, please let me know.
Summoning skill affects physical-based blood pact accuracy and it seems like there are some item level 119 items, but none that make avatars level 119, so please add something for this.
Equipment that has "Avatar Lv. ***" has accuracy and other stats built into it.
We will be adding Avatar Lv. 114 and higher equipment in the future.
Are you going to be adding equipment that boosts automaton skills?
The animators with item levels have accuracy and other stats built into them, and it will not increase individual automaton skills (melee skill, magic skill, and ranged skill).
This isn't to say that we will not be implementing equipment with "Melee Skill +" in the future; however, we do not have any plans to do so right now.
For beastmaster, I feel like the pet stats do not match the item levels. I can't really play the normal beastmaster way because my pet's stats are so low even though I am using a high item level weapon.
Please increase pet stats so I can battle monsters properly.
By equipping a high item level weapon in your main hand coupled with the proper familiar, it is possible to call a pet with stats that match the level. (There is also Beast Affinity.)
As much I would like to give a slightly deeper answer, I can only answer broadly as we would like you all to discuss a bit more amongst yourselves and explore which pets to call and what equipment to wear.
Red mage is the most proficient job for enfeebling magic and is losing out more than other jobs in terms of magic accuracy, especially since they cannot equip the Atinian Staff.
I'm really hoping you are able to grasp the current situation and make improvements.
I believe it looked as if red mage was left out of the equation with the question I answered yesterday that was phrased "How will you be enhancing magical accuracy for blue mage, dark knight, and ninja?"
Sorry about that.
The plan is not limited to only these jobs and we will be boosting magical accuracy based on the "combat skill +" added to weapons in general.
Even using Tamaxchi as blue mage, I feel like the damage on physical spells wasn't increased much at all. I would like to see "combat skill +" directly affect blue magic attack power. With the monsters becoming stronger and stronger moving forward, it's going to be become increasingly tough to fight if blue magic specs remain this way.
I'm sure you know that there is a damage value cap for physical blue magic spells.
While I am not certain which spells you used that made you feel this way, it could be you are feeling this because you've hit the cap on Head Butt, Quadratic Continuum, and such.
Even for spells that weren't able to reach the cap before, by using equipment with "combat skill +" there are spells that will reach the cap and spells that have room to grow.
Adding new equipment is really nice, but there's a lot of equipment from the past that looks really cool and it makes me want a way to upgrade them, or at least a way to separate the appearance from their stats so they can be used at high levels.
There are still some things that make me a bit hesitant about introducing a system where you can separate the appearance from the stats of equipment.
For FFXI, the animation packs are read via your main weapon, so we aren't able to do this completely with weapons. Think of it as we would have to limit it to being the same type of weapon.
In terms of armor, of the MMORPGs I have played that had this system, it resulted in a ton of people looking like they were fighting without any gear on at all.
Also, as we need to decide our position on whether or not it's okay that front-line jobs wear back-line equipment (and vice versa), as well as the fact that classic FF artifact equipment could be worn by other jobs, so please let us look into this a bit more.
We are planning to add high level equipment using graphics of popular existing items as well as revamping job-specific armor.