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  1. #1
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Quote Originally Posted by Camate View Post
    Currently the development team is not looking at adjusting the amount of alexandrite needed, nor are they looking into increasing the methods by which alexandrite can be obtained. However, they will be making improvements and adjustments in order to rejuvenate salvage, assault, and other Treasures of Aht Urghan content.
    This is insufficient, but thanks for being honest.
    (3)

  2. #2
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    Quote Originally Posted by Camate View Post
    Currently the development team is not looking at adjusting the amount of alexandrite needed, nor are they looking into increasing the methods by which alexandrite can be obtained. However, they will be making improvements and adjustments in order to rejuvenate salvage, assault, and other Treasures of Aht Urghan content.
    It doesn't surprise me that the development team yet again pick the wrong course of action. Isn't there any way we can tell them they are doing it wrong? It is like sitting on a sinking ship and hear the captain scream "Swab the deck! Yarrr!".

    The main issue with relics, mythics and empyreans is where your good weapon ended up anyway. Like SMN has crap relic, good mythic, whatever empyrean. Ideally every SMN should go for a mythic, but 30 000 alex per SMN on the server is hard to create. Meanwhile every SAM and WAR can just go make empyreans easy as cake and get the best weapon in the game.
    (0)

  3. #3
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Quote Originally Posted by Camate View Post
    Currently the development team is not looking at adjusting the amount of alexandrite needed, nor are they looking into increasing the methods by which alexandrite can be obtained. However, they will be making improvements and adjustments in order to rejuvenate salvage, assault, and other Treasures of Aht Urghan content.
    "Improvements and adjustments in order to rejuvenate salvage, assault, ToAU content"... that do not include methods to obtain Alexandrite, or lowering the Alexandrite requirement... I don't think that course of action could be considered an "Improvement" regarding mythic weapons.

    Judging by how Sky was "rejuvenated" by augments synergized from NM drops... my fear is that you mean: destroy "15, 25 and 35" gear pieces to create "usukane tatters" to add augments to Usukane Salvage gear, so it's no longer storable and its minor increase in stats makes it desirable only as a side-grade or macro piece for a certain action.

    For the people I know, this will not rejuvenate Salvage. The only reason I'm still interested in Salvage is for completion's sake, and an update mirroring the Sky update as I described would not help getting my group back into those events. I still need a couple pieces for a couple sets, but my group abandoned Salvage when Abyssea was introduced, and I don't really blame them; +1 and +2 Empyrean armors are better and far easier to get than anything from Salvage.

    The only reason people were willing to endure Salvage Pathos and time constraints and crazy NM pop conditions, was because the gear was some of the best in the game. I don't "expect" any of these "rejuvenation" changes to impact any of those issues.

    One of my hopes is that the changes include allowing the Remnants Permits to be purchased with Imperial Standing Points or Imperial Currency (1 mythril piece) as well (maybe even Jettons; Zasshal may be an avid Pankration fan); essentially separating Assault from Salvage, thus freeing Nyzul to be more accessible.

    Changes to Assault and Nyzul: Allow people to join Nyzul expeditions or Assault Missions without using a tag, with the restriction that you cannot gain "Runic Disk floor completion saving" or "Assault Points" for your efforts without a tag. People would be able to help each other out a lot more often if they didn't have to choose between Assault and Nyzul. As it stands, most people who are serious about gaining assault ranks have "static groups" that meet each week to complete each Assault Mission. If somebody were to ask one of these "static group" members to help them in Nyzul, or on their own Assault Mission, guess what answer they'd get. (The answer would be "I'm sorry, but I'll have to pass." ... even if they wanted to help, just to be clear)

    ~*~

    Alexandrite

    My Salvage group never focused on Alexandrite acquisition, but our highest runs would net us about 80 Alexandrite, split between 6-12 people. We went twice a week, so 160 a week (on the best weeks). At that rate, it's 8320 Alexandrite per year. For the duration of our group's activity (over a year), I walked away with under 1,000 Alexandrite. 30+ years for a mythic weapon, no thanks! Go buy Alexandrite from other players? I thought the concept behind Mythic weapons was: Quest-based acquisition, not gil-based, like relics. (Also, from what I understand, the amount of Alexandrite making its way into the world was artificially inflated with item duping, skewing whatever numbers you had collected when making an evaluation of whether or not to reduce the Alexandrite requirements at one point early on.)

    What I would do about Alexandrite:
    * Add Alexandrite purses as 100% drops from all Salvage NMs, especially bosses.
    * Add Alexandrite purses as 100% drops from Nyzul 20/40/60/80/100 floor bosses.
    * Allow all enemies in Salvage AND Nyzul to drop Alexandrite. (especially Qiqirns who love their sparklies)
    * Increase Alexandrite drop rate from all archaic machinery (Ramparts, Gears, Chariots), 1 minimum, up to 3?

    And 2 more ideas, much less likely to be implemented, but would be welcome:
    * Reward from Besieged and Rescuing Prisoners, maybe make it an alternate reward from experience and imperial standing. (Combine this with a method of talking to a gate guard near the mog house during the battle to collect rewards for participation and leave, or continue fighting, for those who are plagued by frequent disconnects in those horrid battles)
    * They could add "the Depths of Alzadaal"; new sections of the existing Alzadaal Undersea Ruins zone (separated by teleporters), that is always open to exploration and fighting, populated by Archaic Ramparts, Gears, Spheres, Acroliths, Rogue Automatons, Qiqirns and Chariots that all have chances to drop Alexandrite. Notorious monsters (if any) could drop Cotton and Linen Coin Purses like the bosses within Salvage. With enough spawns on 5min repops, at a level that would drop Kindred's Crests and High Kindred's Crests, they might become a popular farming target, increasing the supply of Alexandrite beyond just that obtained by mythic upgrading soloers.

    These modifications would change the focus from buying Alexandrite back to your own efforts to gather Alexandrite.

    I'd also like to be able to check in with the Mythic quest Qiqirn in Nashmau to see a running tally of what I've given him. (eyepatch, book, assault logs, current alexandrite)

    What I would do to rejuvenate Salvage Gear:
    * Add Magian trials to Salvage gear (Ideally: kill <Salvage NM> # of times, not item gathering). (each completed step could still be stored) You could even add separate paths for each job, since multiple jobs can wear each set. If people REALLY like the Salvage gear created from these job specific paths, they might be encouraged to create, for example, three Usukane sets, one for Monk, one for Puppetmaster, and one for Samurai. And some jobs like Summoner could actually get appropriate stats on their gear, not just generic mage stats.
    * Resulting gear should have its name changed, so people can have Job-customized sets of the same Rare/Ex gear, since there has been an issue with past Magian items sharing the same name. (Mnk:"Brawler's Usukane <gear>", Sam:"Swordmaster's Usukane <gear>", Pup:"Manipulator's Usukane <gear>", Nin:"Shadow's Usukane <gear>")
    * The resulting job-customized gear should still allow the original job list to equip it!
    * And lastly, increase drop rates of 35's, because if people are now creating 2 or more of each set for different jobs, the current drop rates will infuriate people.

    For Zeni NMs:
    * Make trophies 100% drop. Please.
    * Increase the Zeni gained from each picture, or reduce Zeni costs.
    * Allow trading in more pictures each day.
    * Create a new inventory bag (album) to hold just soul plates!

    A smaller thought, related to both Empyrean and Salvage gear because of "set bonuses":
    Perhaps add a new "wild card" feature to some gear to allow it to complete any "set bonus" that would otherwise be either removed or diminished by the replacing of that gear with this "wild card" gear.
    * If pieces of two or more sets are equipped with the wild card gear, only the set with the most pieces will be completed by the wild card. In case of a tie, there could be a priority list by gear slot, so the set with the highest priority piece gets the set bonus completed: Body, Legs, Head, Hands, Feet, Accessories, since any of those could be wild cards.
    * Without a feature like this, new pieces of gear will have to be MORE powerful than either Salvage or Empyrean gear AND their set bonuses, to justify the loss of some "Set Bonuses" by mixing and matching of newly released non-set gear.
    (5)

  4. #4
    Player Cahlum's Avatar
    Join Date
    May 2011
    Posts
    62
    Character
    Cahlum
    World
    Cerberus
    Main Class
    SMN Lv 99
    Quote Originally Posted by AyinDygra View Post
    "Improvements and adjustments in order to rejuvenate salvage, assault, ToAU content"... that do not include methods to obtain Alexandrite, or lowering the Alexandrite requirement... I don't think that course of action could be considered an "Improvement" regarding mythic weapons.

    Judging by how Sky was "rejuvenated" by augments synergized from NM drops... my fear is that you mean: destroy "15, 25 and 35" gear pieces to create "usukane tatters" to add augments to Usukane Salvage gear, so it's no longer storable and its minor increase in stats makes it desirable only as a side-grade or macro piece for a certain action.

    For the people I know, this will not rejuvenate Salvage. The only reason I'm still interested in Salvage is for completion's sake, and an update mirroring the Sky update as I described would not help getting my group back into those events. I still need a couple pieces for a couple sets, but my group abandoned Salvage when Abyssea was introduced, and I don't really blame them; +1 and +2 Empyrean armors are better and far easier to get than anything from Salvage.

    The only reason people were willing to endure Salvage Pathos and time constraints and crazy NM pop conditions, was because the gear was some of the best in the game. I don't "expect" any of these "rejuvenation" changes to impact any of those issues.

    One of my hopes is that the changes include allowing the Remnants Permits to be purchased with Imperial Standing Points or Imperial Currency (1 mythril piece) as well (maybe even Jettons; Zasshal may be an avid Pankration fan); essentially separating Assault from Salvage, thus freeing Nyzul to be more accessible.

    Changes to Assault and Nyzul: Allow people to join Nyzul expeditions or Assault Missions without using a tag, with the restriction that you cannot gain "Runic Disk floor completion saving" or "Assault Points" for your efforts without a tag. People would be able to help each other out a lot more often if they didn't have to choose between Assault and Nyzul. As it stands, most people who are serious about gaining assault ranks have "static groups" that meet each week to complete each Assault Mission. If somebody were to ask one of these "static group" members to help them in Nyzul, or on their own Assault Mission, guess what answer they'd get. (The answer would be "I'm sorry, but I'll have to pass." ... even if they wanted to help, just to be clear)

    ~*~

    Alexandrite

    My Salvage group never focused on Alexandrite acquisition, but our highest runs would net us about 80 Alexandrite, split between 6-12 people. We went twice a week, so 160 a week (on the best weeks). At that rate, it's 8320 Alexandrite per year. For the duration of our group's activity (over a year), I walked away with under 1,000 Alexandrite. 30+ years for a mythic weapon, no thanks! Go buy Alexandrite from other players? I thought the concept behind Mythic weapons was: Quest-based acquisition, not gil-based, like relics. (Also, from what I understand, the amount of Alexandrite making its way into the world was artificially inflated with item duping, skewing whatever numbers you had collected when making an evaluation of whether or not to reduce the Alexandrite requirements at one point early on.)

    What I would do about Alexandrite:
    * Add Alexandrite purses as 100% drops from all Salvage NMs, especially bosses.
    * Add Alexandrite purses as 100% drops from Nyzul 20/40/60/80/100 floor bosses.
    * Allow all enemies in Salvage AND Nyzul to drop Alexandrite. (especially Qiqirns who love their sparklies)
    * Increase Alexandrite drop rate from all archaic machinery (Ramparts, Gears, Chariots), 1 minimum, up to 3?

    And 2 more ideas, much less likely to be implemented, but would be welcome:
    * Reward from Besieged and Rescuing Prisoners, maybe make it an alternate reward from experience and imperial standing. (Combine this with a method of talking to a gate guard near the mog house during the battle to collect rewards for participation and leave, or continue fighting, for those who are plagued by frequent disconnects in those horrid battles)
    * They could add "the Depths of Alzadaal"; new sections of the existing Alzadaal Undersea Ruins zone (separated by teleporters), that is always open to exploration and fighting, populated by Archaic Ramparts, Gears, Spheres, Acroliths, Rogue Automatons, Qiqirns and Chariots that all have chances to drop Alexandrite. Notorious monsters (if any) could drop Cotton and Linen Coin Purses like the bosses within Salvage. With enough spawns on 5min repops, at a level that would drop Kindred's Crests and High Kindred's Crests, they might become a popular farming target, increasing the supply of Alexandrite beyond just that obtained by mythic upgrading soloers.

    These modifications would change the focus from buying Alexandrite back to your own efforts to gather Alexandrite.

    I'd also like to be able to check in with the Mythic quest Qiqirn in Nashmau to see a running tally of what I've given him. (eyepatch, book, assault logs, current alexandrite)

    What I would do to rejuvenate Salvage Gear:
    * Add Magian trials to Salvage gear (Ideally: kill <Salvage NM> # of times, not item gathering). (each completed step could still be stored) You could even add separate paths for each job, since multiple jobs can wear each set. If people REALLY like the Salvage gear created from these job specific paths, they might be encouraged to create, for example, three Usukane sets, one for Monk, one for Puppetmaster, and one for Samurai. And some jobs like Summoner could actually get appropriate stats on their gear, not just generic mage stats.
    * Resulting gear should have its name changed, so people can have Job-customized sets of the same Rare/Ex gear, since there has been an issue with past Magian items sharing the same name. (Mnk:"Brawler's Usukane <gear>", Sam:"Swordmaster's Usukane <gear>", Pup:"Manipulator's Usukane <gear>", Nin:"Shadow's Usukane <gear>")
    * The resulting job-customized gear should still allow the original job list to equip it!
    * And lastly, increase drop rates of 35's, because if people are now creating 2 or more of each set for different jobs, the current drop rates will infuriate people.

    For Zeni NMs:
    * Make trophies 100% drop. Please.
    * Increase the Zeni gained from each picture, or reduce Zeni costs.
    * Allow trading in more pictures each day.
    * Create a new inventory bag (album) to hold just soul plates!

    A smaller thought, related to both Empyrean and Salvage gear because of "set bonuses":
    Perhaps add a new "wild card" feature to some gear to allow it to complete any "set bonus" that would otherwise be either removed or diminished by the replacing of that gear with this "wild card" gear.
    * If pieces of two or more sets are equipped with the wild card gear, only the set with the most pieces will be completed by the wild card. In case of a tie, there could be a priority list by gear slot, so the set with the highest priority piece gets the set bonus completed: Body, Legs, Head, Hands, Feet, Accessories, since any of those could be wild cards.
    * Without a feature like this, new pieces of gear will have to be MORE powerful than either Salvage or Empyrean gear AND their set bonuses, to justify the loss of some "Set Bonuses" by mixing and matching of newly released non-set gear.
    Square Enix should read this
    (1)

  5. #5
    Player Arciel's Avatar
    Join Date
    May 2011
    Posts
    139
    Character
    Arciele
    World
    Bahamut
    Main Class
    SMN Lv 99
    thank you. at least hearing something specific about one of the bigger issues with mythic weapons helps mythic upgraders to chart their plans
    (0)

  6. #6
    Player Bersty's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    24
    I understand the reasoning behind the Alexandrite, and I won't disagree with the Dev. team there. Where I would like to make a suggestion to them is in the adjustment of the "tag" system and ZNM trophies.

    Tags need to adopt the Abyssea Stone format in my opinion, so that they may accumulate over time allowing for more consistent entry to Assaults, Nyzul, and consequently, Salvage. I hope they are genuinely looking at adopting that system for Tags, as it is definitely something many players struggle with in building a Mythic if they require to do ALL of those events in at the same time.

    Einherjar needs to be made at-par with the new neo-dynamis format: i.e. We need to be able to enter it daily, bi-daily, just more frequently.

    Finally, ZNM trophies: They need to be 100% drops from the ZNMs, and please, for the love of all that is good and holy DO NOT adopt a "!!" system for ZNMs. It is overused enough as it is already.

    Just my 2 cents.

    ~B
    (1)

  7. #7
    Player blowfin's Avatar
    Join Date
    Mar 2011
    Posts
    440
    Character
    Blowfin
    World
    Shiva
    Main Class
    COR Lv 90
    Camate, is the same true for dynamis requirements? Are there also no plans to reduce the cost of relics in dynamis currency?
    The plan for the new dyna was to increase the amount of currency in circulation to tackle the issue. Im not in a position to be commenting on whether thats having an effect yet though.
    (1)

  8. #8
    Player Bumbeen's Avatar
    Join Date
    Apr 2011
    Posts
    352
    Character
    Bumbeen
    World
    Valefor
    Main Class
    RDM Lv 1
    I hope they do not drop the currency requirements for relics. It would suck to finish a relic and then a week later they drop the currency requirements by 100M.
    (0)

  9. #9
    Player Soundwave's Avatar
    Join Date
    Mar 2011
    Posts
    402
    Thanks, and I would like a refund on my Alex please.
    (1)

    Hail to the king baby, Sig by Kingfury

  10. #10
    Player Nidhogg's Avatar
    Join Date
    Mar 2011
    Location
    Dragon's Aery
    Posts
    113
    I think I speak for everyone when I say, Please do not add staggers to Salvage, it's fine the way it is in terms of drops, the amount of alexandrite is just low because of lost interest in the gear, I'm sure adding TotM paths to Salvage gear would rejuvenate interest if the rewards are worth pressuring .
    (1)

    I didn't sit on top of a tree for 6 years to get out damaged by a bunch of weapons that take a week or less to finish.

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