Original from Matsui:
http://www.bluegartr.com/threads/112...=1#post5795708
Original from Matsui:
http://www.bluegartr.com/threads/112...=1#post5795708
"However, with multiple elements such as save data and communication packets coming into play, increasing the number of bits being transferred could affect the performance of the game as there are many locations where this communication happens."
That's fine, except that 99 and 119 *both require the same number of bits*. Levels can go to 127 (maybe 128) without transferring a single thing more anywhere. I don't care how they coded the game, it's a mathematical impossibility to be able to transmit values between 1-99 in fewer bits than values 1-127.
As for display, switch to Hex. ("I've got a full set of level 6D gear, just need more pages to get to 77 <_< )
Edit: well, never mind, I suppose they could be doing something idiotic like sending the level as an ASCII string, in which case their answer is potentially right but only because they're being horribly inefficient to start with <_<.
Very true. What I meant was though doing so would have been less work than trying to raise level (and in alot of ways failing) without actually raising it. Wouldn't have had to figure out stat vomit and add ilvl stats to everything including doing some retroactively. Wouldn't have had to reorganize how info is displayed on items a few times. Wouldn't have had to keep making changes to account for other things they keep forgetting increase with level such as making skill on weapon actually add to blu att and base dmg or adding the macc skill term. Or how they completely forgot pets for awhile and still haven't really completely fixed them. Or how other things like magic skill effecting potency for other jobs still aren't in. Nor is the increases to blu magical spells and magical ws from level accounted for in the ilvl system. Invention of the magic dmg stat which seems to basically be some kind of odd work around to the fact we aren't getting more powerful spells by allowing us to spam lower ones for faster dmg but has little effect compared to old staffs on higher tier nukes. I'm sure I'm forgetting some other stuff but think I made my point in that this seems a decent bit more involved than raising levels
I think magic damage is more a product of their new vision for nuking, instead of a consequence of simulating levels.
Think it's safe to say their reasoning for not breaking the 99 cap was just to save them time. Imagine it's much easier, time wise, to remap gear and it's progression, and toss on an arbitrary ilvl number, than it'd be to raise the actual level, balance subs, create new JAs/spells, as well as fix/rework all the stuff they were talking about.
Wonder how much of that stuff we can still look forward to. Forgotten about so many of those posts even though they weren't all that long ago, they just tend to say so much anymore, gets hard to keep track of. Still interested in Meebles Adoulin, as they put it. Nifty to see how long things took from first mention to reach addition to the game, IE, additional inventory space and job points.
No, people voted for 100 and SE thought we wanted it for the stats, but when they found out it was for things like Super Jump, they said oh, no we can't do that.
"Zero logical reasons": They added a system where you hit the menu button to cycle through pages of augments in parallel with the iLevel system. Do you really think that was easier than changing the few places that level displays in the client? You're talking about adding 1 short character at most (until we hit level 200). There was no compelling reason from a display standpoint to avoid increasing the level. Now, I could see avoiding raising it to 100 from 99 to avoid moving stuff around in the GUI, which is what Matsui was talking about, but raising the level cap from 99 to 119 would have been much less work than implementing the iLevel system.
On the backside... level is, as far as I know, always stored as an unsigned char (could go up to 255). Assuming that they made it a signed char in some places for no apparent reason, they could still go up to 128.
SE would have to be dumb to think we want 1 more level for a small bump in stats over jas/jts. subjob super jump would be hilarious. And subjob composure!!! Could you imagine triple duration reprisal after they change the hp formula for it? sj random deal would be kinda neet. Valiance would be cool. A couple people /run and keep the pt protected some
Anyways if this is easier I'd hate to see how much harder raising the cap would be. I mean they still have 9 pages of accepted bugs to go thru...
They wont do it because then they will have to come up with additional job traits, and abilities, balance them with the game so they're not overwhelmingly powerful and continue to do so until they hit the next brick wall. The game is already suffering from power creep that has been for the most part unchecked with i119 armor becoming the norm, the only thing to keep it in check is adding monsters that are too lethal to get near if you're not a tank or sub nin which is a poor design.
they could have just made the broken abilities non-subbable. not like they haven't done that before (@ 99 v 100 nonsense)
An FF game with over level 99!?
FF8 goes to 100, FF10 doesn't have levels but if you count the node thing moving there is something like... 800ish possible upgrades?
even the ones that are now non-subbable arent that broken, Afflatuc Solace, the Innin-Yonnin and velocity shot, hardly OP in my eyes, since subbing them means to give up something else from another sub. I cant even think of a trait/ability that would be so OP subbed until lvl 59, sure triple attack is nice, but you give up hasso and meditate for that, or double attack/berserk/aggressor depending on your main job, Super Jump would have actually been a nice fix if you wanted enmity control in fights lol. Seriously what job trait/ability that comes by till lvl 59 would make a job so OP? SEs logic/ playerbase logic is so fail at times
Don't know about being OP, but being able to sub scholar to 50 would nearly double the number of strategems you could use.
certain main/sub combinations getting disproportionately better with a cap raise would be immediately accounted for in new content. that's not a problem, and would require virtually no effort on SE's part. what SE would be worried about would be jobs losing their usefulness or identity because their best stuff becomes subbable, which is a lot of unavoidable work trying to identify problem combinations and design satisfactory nerfs.
in the DRG example, being able to sub DRG and get Super Jump gives away one of DRG's advantages over other melee DDs. You could make a mob with faster enmity decay to offset the fact that any DD can now potentially sub DRG and dump all of their hate, but DRG's unique offering to a strategy is now basically just Angon.