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  1. #11
    Player
    Reinheart's Avatar
    Join Date
    Mar 2011
    Location
    Subligania
    Posts
    5,831
    Character
    Reinheart Valentine
    World
    Sargatanas
    Main Class
    Warrior Lv 86
    New possession (claiming) structure.

    Famitsu: Please tell us about later adjustments to monster claim (possession) structure.

    Matsui: We’re making adjustments so we can drop the claiming system. This means others not in party can attack the same monster and RMT like players can try to take over so making it the party with the first attacker can only get the loot. For contents with alliance we’re thinking of a system where the loot is evenly distributed or changing amount of loot depending on amount of damage given.

    Yoshida: I think it’s good where other players can help and with later alliance battle where few parties get together we really think we don’t need the claiming system. Contents that drop rare items will be more instance based in future, and will also lessen where you have to fight over to claim.

    Famtisu: When you attack a monster that just popped the name doesn’t change to red and lessens the HP resulting in less EXP. Will this also be looked when these changes are going to be made?

    Matsui: That’s is a bug and will be fixed.

    Monsters range attacks

    Famitsu: All the monster uses range attacks, is it meant to be this way, is it something that will be modified?

    Matsui: Yes, original this was designed this way to avoid structure, but we talked that for field monsters we don’t have to make it where you have to fight fair and square so would like to change this. Of course we will leave monsters that has traits that uses long range attacks or magic.

    Yoshida: currently it possible to be knocked out right after getting caught by the monster. Reminded me of FFV when opening the chest and omega or shinryu came out and died instantly (laugh)

    Matsui: Thought this was bad so tested without range attacks on mobs but as guessed it made it easy to take down strong mobs so will need to really plan this out right and make adjustments.

    Famitsu: Taking away range attacked from monster will make it so you can run around and bind them and try to take them down easily, these stuff seems hard to make adjustments.

    Matsui: For field monster I think its ok but for boss class monster gets taken down this way it’s the boss monsters creators’ skill problem. (laugh)

    Yoshida: To save Eorzea I think it’s ok to use this as a strategy for monsters in the field and to get stronger. I think it’s too much where you can’t use the environment to fight the monster or completely blocking power leveling. If everyone can have fun and get strong would be best. But if this means it allows players to cap their level in little over 1 week then will have to lock/stop this system. (laugh)

    Matsui: I think it’s not good when players have to do same thing over and over since it’s the best method, if we can offer this as something fun it would be best.


    Crafter and Recipe Change

    Famitsu: Currently you can make all crafting class to rank 50 but later are you planning where you can only master one class only?

    Matsui: It doesn’t mean the plan isn’t there but overall this isn’t being looked into yet.

    Iwao: It’s certain we don’t want to make it all mighty?

    Matsui: We’re also planning major changes to the crafter so first we have to make the ground work.

    Yoshida: First we have to build strong foundation or even if we put something on top it’s just going to break. Making changes to recipe or making it feel good that you did crafter class. Also by adding material craft content being added sharpening the crafters.

    Famitsu: There are information that are masked during crafting such as when element becomes unstable or the risk of when you craft during rainbow color, is it possible to make this easier to understand?

    Matsui: Received note from person in charge that they are looking into this. I believe this is a problem, if it’s too complicating will make it simple, if giving information out is better will look into this along with how the information will be displayed.

    Yoshida: Really need to look at if the crafting process is really OK with the way it is now, also looking at number need to make it more understandable

    Famitsu: There are lots of times when recipe changes are talked but haven’t heard much about crafting process too much.

    Yoshida: Regarding process; we cannot make something fun without spending lots of cost. For example in a battle you fight few thousand/ten thousand times so by spending cost we offer new monsters or contents. Just like this we have to see how much we can do for the crafters. Will it make players happier if we make it simpler or will it be better if we put in more cost into this, whichever it is I think only making small changes won’t make it fun. First want to make it so the crafters can feel that they have the power to move the economy, have crafter class identity.

    Famitsu: Each crafting class has gear that is appropriate for them after certain rank most crafters wend up with the same looking equipment. Will you also be looking at crafters equipment aside from battle classes?

    Yoshida: To make full set of equipment it requires a lot of cost which most games doesn’t even have. From top of head to bottom being original design, from art to game will take at least minimum 6 month. Right now we’re putting all the cost for this part into equipment where new players can look at them and say one day they want to wear them. We want to make more variations for all but the priority becomes low.

    Famitsu: When making high quality items you have to rely on the materials quality. Will it be possible for using characters skills or by player’s decision to aim for high quality item? Also are there any plans for modifications to command or ability effects?

    Matsui: Using high quality materials to aim for high quality item is as planned. Other changes will be up to after the recipe modifications.

    Famitsu: Will it be possible to do finish work on items other than equipment?

    Matsui: This is same also; it’s something to think about after the recipe modifications.

    Famitsu: Culinarian’s difficulty is too high compared to other crafters, will it ease a little in the future?

    Matsui: Person in charge also feels this is a problem and planning to look over this. There are things we cannot change ingredients for example we cannot take out noodle from Ramen (noodle soup). Later planning to add recipe’s with fewer ingredients which will be help in skilling up. For Culinarian and Alchemist they will make expendable/consumable item so we have to adjust balance looking at this also.

    Yoshida: The person in charge offered to make food changes quickly and already got ideas for the changes but before that we have to make recipe changes first and not planning to change that. What kind of effect the food the Culinarian make is part of their identity and how that will involve with battle. But if we make them involve too much in battle the food will be a requirement and we be to a point where party members have to have it. I don’t want to make that kind of situation, so need to think this through along with battle changes.

    Questions from Gathers

    Famitsu: High quality items such as +1 or +2 which you can gather; can this also be made into regular quality or +3?

    Matsui: Planning to rearrange but not sure yet if we will put together this way, can’t answer this one yet.

    Famitsu: Will it be after cap is raised past 50 for grade 6 or higher?

    Matsui: Yes

    Famitsu: Will it be possible to gather in dungeons?

    Matsui: we are not thing of this one yet but it’s up to the idea. But we are planning something that includes battle as a content.

    Easier to Level up?

    Famitsu: We heard leveling up will be easier but can you explain what kind of steps are being made? I feel sorry for the players that took long time to level up spending lots of time and effort.

    Yoshida: It might be little hard on them but looking at overall changes this is something that has to be done. I want a world where high level players can tell low level players to hurry up and catch up so you can do these kind of stuff. Rather than something while your leveling will spend more cost on things at the end so the goal is that in between will make it where you can feel you growing fast and while being able to contribute to Eorzea by the time you know it already being capped. Of course raising your character is fun part of RPG so rest assured we will provide exiting/impact for them.
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    Last edited by Reinheart; 08-11-2011 at 02:46 AM.