Originally posted by Bercus
So bercus -the preeminent conduit between the English speaking playerbase and SE- has FINALLY gotten a response from SE.
I have to say that while I'm fairly pleased with some of the answers I'm also displeased with many of the non-answers.
My synopsis:
I think some of their comments are BS.
We understand that many players want to fight against strong monsters such as Fafnir or Behemoth and wish to obtain special items. However, we don’t think that a lower difficulty will result in the reduction of game play stress.
It is not difficult to move NMs or HNMs to the battlefield, but it would destroy the uniqueness of each monster. We believe that because these powerful monsters dwell deep inside dungeons
We are aware that the “Ullikummi issue†is one of the hot topics amongst our community. We are currently making adjustments so we can’t go into details just yet, but we are considering this issue in a constructive manner. Please look forward to our future version updates.
Question 10:
Hydra gear is extremely difficult to acquire but many pieces are not useful, or are only used for the Fellowship NPC characters that have not been improved in many months. Why did this gear unique to Dynamis-Tavnazia turn out the way it did? How does the development team create new gear?
A10:
The main aspects we consider when we introduce a new item to the game, are both the properties of the item and the difficulty balance to obtain it. The idea is to adjust the difficulty so that you obtain a better item depending on how much effort you had to put into obtaining it.
Apart from that, there are some special cases for which the items are difficult to obtain not because of their degree of usefulness or actual strength, but because it has some kind of special property, such as WHM’s Reverend Mail or other equipment which are unique in terms of graphics.
It is the same with Dynamis-Tavnazia. We wanted to add some individuality to the item aside of its strengths. Since at that time we had just introduced the fellowship system to the game and enchant was the individuality of the items in Tavnazia, we decided to create items which highlight those features.
The situation has changed since then, so if many voices claim they are unsatisfied with them, we might make some adjustments, such as adding new items.
Hydra gear is extremely difficult to acquire but many pieces are not useful, or are only used for the Fellowship NPC characters that have not been improved in many months. Why did this gear unique to Dynamis-Tavnazia turn out the way it did? How does the development team create new gear?
A10:
The main aspects we consider when we introduce a new item to the game, are both the properties of the item and the difficulty balance to obtain it. The idea is to adjust the difficulty so that you obtain a better item depending on how much effort you had to put into obtaining it.
Apart from that, there are some special cases for which the items are difficult to obtain not because of their degree of usefulness or actual strength, but because it has some kind of special property, such as WHM’s Reverend Mail or other equipment which are unique in terms of graphics.
It is the same with Dynamis-Tavnazia. We wanted to add some individuality to the item aside of its strengths. Since at that time we had just introduced the fellowship system to the game and enchant was the individuality of the items in Tavnazia, we decided to create items which highlight those features.
The situation has changed since then, so if many voices claim they are unsatisfied with them, we might make some adjustments, such as adding new items.
Question 11:
The CoP expansion brought Dynamis-Valkurm, Dynamis-Buburimu, Dynamis-Qufim, and Dynamis-Tavnazia to the game. These dynamis areas have extremely low drop rates for dynamis currency, used to upgrade relic weapons. Can the drop rate for dynamis currency ever be made higher for these difficult-to-reach areas?
A11:
With the 6th Vana’diel Census*, we disclosed the number or Relics for the very first time.
The result was almost what we expected.
In other words, from the beginning, the concept of Relics was to not be obtained by many users.
The CoP expansion brought Dynamis-Valkurm, Dynamis-Buburimu, Dynamis-Qufim, and Dynamis-Tavnazia to the game. These dynamis areas have extremely low drop rates for dynamis currency, used to upgrade relic weapons. Can the drop rate for dynamis currency ever be made higher for these difficult-to-reach areas?
A11:
With the 6th Vana’diel Census*, we disclosed the number or Relics for the very first time.
The result was almost what we expected.
In other words, from the beginning, the concept of Relics was to not be obtained by many users.
It's not worth it for most shells to dish out 1M gil just to go get 30 currency, 2-3 Relic-1, 1-2 AF.
Question 12:
Can Limbus be made into an instanced scenario similar to Assault?
Question 13:
Why can dynamis, limbus, and some battlefields only be entered by one group at a time?
A12, A13:
Technically speaking, it is not impossible.
However, we would like to develop and introduce new systems and content for now, rather than making changes to the older system.
Can Limbus be made into an instanced scenario similar to Assault?
Question 13:
Why can dynamis, limbus, and some battlefields only be entered by one group at a time?
A12, A13:
Technically speaking, it is not impossible.
However, we would like to develop and introduce new systems and content for now, rather than making changes to the older system.
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