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  1. #1041
    Player
    Reinheart's Avatar
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    Reinheart Valentine
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    Sargatanas
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    Warrior Lv 86

    YoshiP Response - 09/20/11 Materia and PvP

    Quote Originally Posted by Naoki_Yoshida View Post
    プロデューサ/ディレクタの吉田です。
    Producer/Director Yoshida here,

    ちょこちょこと、少しずつレスをさせて頂こうと思いますが、
    まずは吉田自身が大好きなこのお話しから…^^;
    I'm going to make smaller responses on some posts but first want to start from the topic I like myself... ^^;

    Quote Originally Posted by Gacchi View Post
    こうなると、「剣・幻・呪」の3職はマテリアを一つ多く付けられる事になります。
    「盾だけが付けれる、盾のステータスにしか影響の無いマテリア」でない限り差が生じてしまいます。
    吉田Pはどこかで「PvPは是非入れたい」と仰ってましたし、自分もコロシアムのようなところでPvPはやってみたいです。
    が、そうなってくるとこの差は大きいのではないでしょうか?バランスが取りづらくはありませんか?
    (This one is regarding putting materia on the shield)
    When this is possible it means the 3 classes Gladiator, Thaumaturge, Conjurer gets to attach more materia.
    If this materia isn't a materia which only affects the shields status it will make some differences (to overall stats) In the past YoshiP stated that he would like to add PvP, I also would like to have a PvP in a colloseum. However if this happens, I think difference in status (between players with shield/extra materia and without) will be big, wouldn't this make it hard to balance?
    吉田がかつて夢中でプレイしていたMMOでも、エンチャントシステムの部位格差はありましたよー。
    例えば盾持ちクラスは、片手武器+盾なので確かに一カ所多くなりますが、
    両手武器の場合、その武器につけられる効果の種類が多く、
    数値の上限も多いため、個数ではなくトータルでバランス設計します。
    In the MMO I used to play full on, they had a enchantment system for different parts.
    For example for class that can use shield, they can attach more since its one handed weapon + shield however for two handed weapon they made it so you can attach more types of effects and had higher max/cap so looking at overall it balanced out.


    クラスやジョブによる「クラス/ジョブ間バランス」というのは、この部分も込みで設計しますので、
    クラス間やジョブ間でのバランスには影響がでないようにします。
    (推測されているように、盾に装着できるマテリア効果は、盾持ちクラス/ジョブにしか、
    特にならないように、この辺りもバランスは取ります)
    We are structuring the class/job balance also thinking about this so we are making sure there isn't much effect in balance between classes or between jobs.
    (Will also make sure to balance it as you mentioned where for shield attachment; the materia will only affect those class/job that can use the shield)


    また、アーマリーシステムの状態的に、現段階では中々手が付けにくいですが、
    片手武器・両手武器・二刀流という部分も、バトル基礎改修が完了したら、
    踏み込んで行こうと考えていますので、将来的に部位格差は絶対に生まれます。
    つまり部位格差も込みで、クラス/ジョブ間バランス、ということです。
    Also, at this time it's still hard to touch up on the armory system but after base structure changes to the battle we are also planning to looking into one handed, two handed, and duel wielding weapons, so in the future there will be differetials between parts. So looking at part balancing out the class/jobs.

    ですので、マテリア導入初期から、クラス固有部位には注意をして、
    効果や上限、そもそものアイテム性能差を調整しています。
    Therefore from the beginning of materia systems implementation we are going to watch carefully to each classes parts and make adjustments to the effects, max stats, and stats on the item itself.

    PvPは「全員平均化」した中で戦っても、実はちっとも面白くないのです。
    以前のゲームとは異なり、最近のFPSでも相手のKill数によってSkillが成長し、
    プレイヤースキル以外に、個体差が生まれるように設計されています。
    そもそもクラスやジョブが複数存在するMMORPGでは、
    これに輪をかけて、色々な性能差、攻撃レンジ差、HP格差、耐性格差が存在します。
    だからこそ、プライドを持って戦えることになりますし、装備に必要なパラメータを考え、
    スキルの割り振りを決め、戦略を練って戦うわけです。
    その点、本当にPvPのバランス調整は難しいわけですが、
    それこそ吉田の楽しみのひとつだったりするので、マテリアひとつとっても、
    今から気をつけて調整はしているつもりです
    When you play PvP in a environment where everyone is balance it wont be fun at all.
    Unlike previous games, new FPS games have system depending on number of kills you make you can gain more skill and aside from player skill making it where each characters are unique. For MMORPG having multiple class and jobs different stats, attack range difference, HP difference, and different resistance exists.
    And for that reason, you'll be able to have pride to fight and have to think about the required parameters for equipments, and setting up appropriate skills then setting up a strategy. For that reason PvP balancing adjustments is really hard, but this is one of the fun parts I enjoy so even if it's one Materia we are already being careful on the adjustments.


    …めちゃ脱線しました。
    Got way off track...

    PvPに興味を持って頂けるのは、PvPerとしては、とても嬉しいです
    ただ「隣の芝は青い」。いわゆる青芝合戦もPvPの楽しみのひとつかなあ、なんて…
    For myself being PvPer glad to see you have interest in this as well
    I think it's one way to enjoy if "The grass is always greener on the other side"
    (Not sure on this part... more fun having a challenge??)
    Another post he made right after Accelerator's post. I'll just stick it in here since it's same stuff.

    Quote Originally Posted by Naoki_Yoshida View Post

    Quote Originally Posted by Accelerator View Post
    うおおおおPvPはよ
    Ohhhh PvP hurry
    まずはPvEしっかり頑張ります!
    (ちゃんと裏で設計はしてますw)
    スレ違いでごめんなさい。おやすみなさい^^
    First working hard on PvE!
    (Making the plans in the back w)
    Sorry for the off topic post. Good night ^^
    (5)

  2. #1042
    Player
    Gidonoidon_Sur's Avatar
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    I think PvP would be pretty sick in this game. Hopefully we see it soon.
    (0)

  3. #1043
    Player
    Keftenk's Avatar
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    Keftenk Duras
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    Excalibur
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    Quote Originally Posted by Gidonoidon_Sur View Post
    I think PvP would be pretty sick in this game. Hopefully we see it soon.
    Definitely, especially with the server lag + animation lag. Will be epic!
    (10)

  4. #1044
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    Mention of 2 handed weapons and dual wield ... Good to know Yoshi hasn't forgotten about these hugely requested items
    (2)

    ~Rationality falls quite short for those living in their own world~
    "See the world for what it is, not for what you want it to be!"

  5. #1045
    Player
    Gidonoidon_Sur's Avatar
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    Quote Originally Posted by Keftenk View Post
    Definitely, especially with the server lag + animation lag. Will be epic!
    Well, in PvP, I doubt people are looking at the animations much as they are focused on there next move (least I am). Also, if server lag is a constant, then everyone will be experiencing it, and it won't matter. But yea, those things need to be fixed. Hopefully they are before they implement PvP, but I am still excited to see it arrive.
    (0)

  6. #1046
    Player
    Keftenk's Avatar
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    Not everyone will experience the same server lag as one another.
    (0)

  7. #1047
    Player
    Reaujien's Avatar
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    Reaujien Reveille
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    Sargatanas
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    Thaumaturge Lv 60
    So, pretty much materia that can be added to 2h weapons will hopefully be more "potent" than those that can be added to 1h or offhand. For example, using arbitrary numbers, materia for a 2h weapon adds +10 [stat] whereas materia for a 1h or offhand adds +5 [stat]; which in the end would total up to +10 [stat] if put on both the 1h and offhand.

    Of course, those who use 1h/oh combo will have one more equippable item to "mix-n-match" which materia they will add - works for me. Especially if you can envision them adding other special types of materia that would give, say, "Enhances Shield Block", or "Increase Chance to block", or "Enhance this [Trait]/[Ability]", etc. etc.
    (0)

  8. #1048
    Player
    Gidonoidon_Sur's Avatar
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    Do you all think that gear swapping will become more prevalent with the inception of materia? Like, say I have X piece, and I want a DD version (+Attack, +STR, etc materia attached) and a survival version (+HP, +elemental resistances), I could have both and create macros like in XI and switch back and forth depending on the circumstance. It seems with XIV they moved away from the gear-centric approach of XI (where you could macro in different gear for different situations). But do you think this approach could return with the release of materia?
    (0)

  9. #1049
    Player
    Reaujien's Avatar
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    Reaujien Reveille
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    Thaumaturge Lv 60
    Quote Originally Posted by Gidonoidon_Sur View Post
    Do you all think that gear swapping will become more prevalent with the inception of materia? Like, say I have X piece, and I want a DD version (+Attack, +STR, etc materia attached) and a survival version (+HP, +elemental resistances), I could have both and create macros like in XI and switch back and forth depending on the circumstance. It seems with XIV they moved away from the gear-centric approach of XI (where you could macro in different gear for different situations). But do you think this approach could return with the release of materia?
    Currently you can't switch any gear (save arrows maybe? I dunno) while in combat, so they would have to change that before "gear swapping" can even happen. However, I really hope they don't because as much as I loved playing FFXI I really didn't like having to change gear before using each spell/ability. Yeah, it made some gear's appeal last a long time (you know, that one head gear that gave +"something" to some stat/ability that you used in one specific situation...), but seeing player character models flash in and out of existence like a strobe light was just... odd, heh.
    (0)

  10. #1050
    Player
    Estellios's Avatar
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    Yoso Carrasco
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    Hyperion
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    Monk Lv 77
    Quote Originally Posted by Gidonoidon_Sur View Post
    Do you all think that gear swapping will become more prevalent with the inception of materia? Like, say I have X piece, and I want a DD version (+Attack, +STR, etc materia attached) and a survival version (+HP, +elemental resistances), I could have both and create macros like in XI and switch back and forth depending on the circumstance. It seems with XIV they moved away from the gear-centric approach of XI (where you could macro in different gear for different situations). But do you think this approach could return with the release of materia?
    I think it may be more about making specific gear sets based on what you want to do. I'm gonna try to make a general purpose set of mage gear at first but eventually I will try to make a set for main healing and one for nuking, so I can equip them ahead of time based on the makeup of the party or what we're fighting. I for one am glad in-battle gear swapping isn't in this game and would like to stay it that way, but preparatory gear swapping for different situations is fine.
    (2)

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