Yoshida's post looks like it would fit nicely in this thread since he addressed some concerns that were also mentioned in here. Sorry for raising it from the dead. Mmmm BRAINSSS!
Hello, Producer/Director Yoshida here.
Thanks for the feedback on The Dzemael Darkhold and other previous content.
There is a reason we’re working on implementing new content before making adjustments to existing content. After the launch of the game, there wasn’t really any high-level battle content like instanced raids and primal battles, so first we needed to quickly add in additional battle content. Of course some of you might be thinking “you're only giving us new content, but you're not doing anything to adjust the previously implemented content.”
However, we have chosen not to actively push PR activities, or actively seek out new players, because we think that the best thing to do would be to cater to our current players by implementing lots of “consumable” content that matches the players’ levels. (You’ll start to notice more PR-related activity with the release of patch 1.21)
Of course, we won’t simply ignore implemented content as it is, and in the coming patches, we plan on preparing some motivation to go back and tackle previous content again.
Also for 2.0, as I said in a separate thread, we plan to introduce an easy mode and extra hard mode for primal battles and instance raids, and the rewards will be vary depending on the difficulty setting.
Up until 2.0, we'll continue our main focus on increasing the amount of content first and foremost and then with 2.0, we'll expand on the previously implemented content, as well as adding more. This is how we plan to go about things, and if you have any further ideas please let us know!
Bethany "Rukkirii" Stout - Community Team


This is great news as a confirmation of everybody's desire that, in the future, there's a retrospective look thrown towards homogenizing the quality of the game. And we thank you, Rukkirii, for posting this here.
However, welcome though this might be, it still leaves unanswered the very good idea introduced by Gidonoidon_Sur in his great OP. Is there, consequently, any chance that this idea could be presented to Yoshida, and ultimately graced by a reply from him? I'm convinced his reaction to this will be of great interest to all.
Again, thanks Rukkirii, and good day to you.
R
Cue whine from the 'hardcore' about giving the 'casuals' everything on a silver platter, they'll not bother to note the rewards aren't the same.


I think you have a fundamental misunderstanding of what most people here, of the category you'd call "hardcore," write about; also, of what their real issues and concerns are. It might be that those people don't make their points clearly, but it could also be that you summarily dismiss their concerns and arguments even before they have taken you through their reasoning, or their perspectives.
I say this because I advocate an all-inclusive game, and I always end up being pigeonholed as a hardcore in these fora. Having said this, an all-inclusive game would establish paths in which both casuals and "hardcores," plus everybody in between, would find congeniality and comfort. If we complain, it is usually due to two facts: a) That we perceive the balance between these two paths to be askew, and b) that we think the path with enough challenge to satisfy us isn't being adequately implemented. It also seems to us that whatever misconceived "hardcore" aspect, originally in the game (none too pleasing to us, btw,) is being continuously eliminated without evident plans to replace them with something better designed, or more organic.
There are two overlapping constituencies here, and it'd be better if we both pushed for our issues independently, without feeling that the other constituency is acting in detriment to our issues. There is no reason why the two-avenue game this was originally intended to be has to be hijacked by one of the two groups.
R
Last edited by Rutelor; 02-05-2012 at 05:02 AM.


As someone who does whine all the time about everything being handed to us on a silver platter I am fine with multiple modes of primal battles and instance raids. I like the idea that all types of players can experience this kind of content and will receive rewards inline with the difficulty setting.




To: Yoshida-san and Rukkirii,Yoshida's post looks like it would fit nicely in this thread since he addressed some concerns that were also mentioned in here. Sorry for raising it from the dead. Mmmm BRAINSSS!
Hello, Producer/Director Yoshida here.
Thanks for the feedback on The Dzemael Darkhold and other previous content.
Of course, we won’t simply ignore implemented content as it is, and in the coming patches, we plan on preparing some motivation to go back and tackle previous content again.
Thanks for the update on this information. It's good to know you're thinking of ways to revamp older content before 2.0.
As many people have stated on this thread, I think a few ways to make some of this "old" content viable again wouldn't take too much work:
- Update the Stats on the Faction NM Drops.
- Change the Faction NM and/or Dzemael Darkhold Drops to be Materia Meldable and Convertible. Again, look at the stats and make slight adjustments as necessary, but then allow them to be Meldable or at least Convertible (perhaps with a better chance at rarer Tier IV Materia). This is again a cost-effective change that would make this content viable again.
And overall, if you make Dungeon / Primal Drops meldable, they also have a good chance to *blow up* (failed Materia Meld), which means people have incentive to *go back* to Dzemael or other older fights to get more of the Drops to try and Meld again. You keep people busy and re-use your old content in an effective manner.
- Consider making Dzemael Drops by Materia Meldable *and* the result of Rare *Parts*:
Imagine if the Bladedancer's Jackboots were Materia Meldable *and* they can only be created by finding, say, 2 Rare Materials.
1 Rare Material is from Dzemael Darkhold. And the 2nd Rare Material is from the New Dungeon in 1.21 (announced already).
You'd have to get both, and work with a Crafter, then you can create the Bladedancer's Jackboots and you can fuse Materia to it as well. Both Adventurers and Crafters win.
With a change like that, you'd have a relatively cost-effective solution to make already created drops far more meaningful, *rarer* and span 2 Dungeons instead of 1. The Jackboots are already created, so it's more of the time it takes one Designer to balance out stats and place the drops in the 2 dungeons.
Yes, this makes senseTo: Yoshida-san and Rukkirii,
Thanks for the update on this information. It's good to know you're thinking of ways to revamp older content before 2.0.
As many people have stated on this thread, I think a few ways to make some of this "old" content viable again wouldn't take too much work:
- Update the Stats on the Faction NM Drops.
- Change the Faction NM and/or Dzemael Darkhold Drops to be Materia Meldable and Convertible. Again, look at the stats and make slight adjustments as necessary, but then allow them to be Meldable or at least Convertible (perhaps with a better chance at rarer Tier IV Materia). This is again a cost-effective change that would make this content viable again.
And overall, if you make Dungeon / Primal Drops meldable, they also have a good chance to *blow up* (failed Materia Meld), which means people have incentive to *go back* to Dzemael or other older fights to get more of the Drops to try and Meld again. You keep people busy and re-use your old content in an effective manner.
- Consider making Dzemael Drops by Materia Meldable *and* the result of Rare *Parts*:
Imagine if the Bladedancer's Jackboots were Materia Meldable *and* they can only be created by finding, say, 2 Rare Materials.
1 Rare Material is from Dzemael Darkhold. And the 2nd Rare Material is from the New Dungeon in 1.21 (announced already).
You'd have to get both, and work with a Crafter, then you can create the Bladedancer's Jackboots and you can fuse Materia to it as well. Both Adventurers and Crafters win.
With a change like that, you'd have a relatively cost-effective solution to make already created drops far more meaningful, *rarer* and span 2 Dungeons instead of 1. The Jackboots are already created, so it's more of the time it takes one Designer to balance out stats and place the drops in the 2 dungeons.
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