Not sure if this was posted, but I couldn't see it anywhere https://www.4gamer.net/games/199/G019924/20230825055/
For quick reading, I underlined the important words to read.
On the 6.0 "final day" trial: "the battle ends quickly and it's a waste not to be able to see the final scene. We have heard your feedback, so we think it would be better to make adjustments"
On Alliance Raid difficulty: He says it's difficult to balance because there could be a lot of veterans in it who find it too easy or everybody in it could be completely new and find it too hard. He says "I think the ideal difficulty would be to wipe the first time around the 2nd boss, wipe the second time around the 3rd boss, and still manage to clear the game despite being half destroyed at the end... Since this is the third edition, I thought it would be okay if it was a little more difficult."
"if you can get through the 3 bosses, you can finish the 4th boss (the last one) comfortably. There's a reason why we made the 4th boss a little stronger."
On criterion rewards: "we've increased the rewards a little this time as a test case. Overseas, there are many voices saying that they want equipment that increases the item level as a reward, but since it cannot be removed, we have prepared elements that are visually easy to show off." (in other words, the rewards are probably glamour or glamour with decent item level)
On Relics: "In the past, the idea was that it would be okay if you just made one job, and the time calculation for Zodiac Weapon was set at 120 hours, but now that the range and amount of content has expanded, there is less time to devote"
"If you plan to have multiple jobs produce items, it will take a toll on your inventory if you go around collecting special reinforcement items, and it will be difficult to tell how much you have strengthened. Therefore, we made it so that Allagan tomestones"
"young people who play online games these days choose not to play unless it is easily available. However, as I mentioned earlier, if players are enjoying playing multi-jobs these days, I think our game design should be designed to reflect that."
"On the other hand, there are also voices saying that they want enhanced content or exclusive content for weapon production. It's a voice that never existed before... However, in Bozja we created a system where weapons could be strengthened both inside and outside of the content, but in the end it came down to efficiency. For that reason, it is difficult to know what to do with the next series, but the fact is that many players have strengthened the Manderville Weapon this time to the highest level ever."
On DC Travel flocking to a single DC: "I once created a mechanism (to take measures), but a bug appeared, so... even if I were to take countermeasures, it would be after Dawntrail. This is a phenomenon that only occurs in Japan" (??? not true, NA flock to Aether and EU flocking to Light now apparently)
"If I were to listen to everyone's opinions now, the quickest response would be to close data center travel so that it cannot be used."
__________
My opinions:
- We already have weapons you get easily such as the crafted/marketboard or extreme trial weapon.
- Relic weapon grinds are great for people who like to set a goal for themselves. Not so with Manderville Weapons (too quick).
- Of course more people got the Manderville Weapons. Because you made them easier to get. If you made savage clearable in 1 pull, everyone would clear it. That doesn't mean it should be easier.
- It's not just JP going to Mana to raid. NA flocks to Aether and EU flocks to Light. Yoshi-P should be made aware of this.