開発者インタビュー要約 1/2 

ヴィンランド・サガの6巻が6月23日に発売ですぞ!オラの一押し漫画です
乙女(3巻の表紙で斧持ってる)が大暴れするので是非よんでみて下さい
ヴィンランド・サガ 6 (Amzon)

海外のサイト1UP.comで

●小川(獣使いにテコいれすると他のプレイヤーが不快になるのでてこ入れしない人)
●ごんだい(変換でねー ジョブプランナーだけどFF11実際にやったことがない人)
●伊藤(サルベ・エイン作る バランス調整無茶苦茶なことに定評がある)
●田中(1番エロい人)との対談が掲載されました



以下要約 行間・インタビューに載せられない態度等を加味して多少のアレンジを加えてありますが書いてあることは変わりません



Final Fantasy XI Team Talks Patches, Future MMOs, and More

FF11のパッチとかいろいろ話したよ

1UP: Since Final Fantasy XI is the only majorly successful MMO to ever hit a video game console and to survive for seven years, can you tell us what you think has attributed to FFXI's long-lasting success?

FF11って7年も続いてすごいですね

Hiromichi Tanaka: Actually, that's a mystery to us as well, why it's been so successful with the players. But the fact that the users have stuck with the game for so long is...well, it gives us something to build off of. And the opinions that we get from the players, we take that and then we try to give something back. And it's that constant back and forth with the players, and the success that we've had with that, it's what's helped us continue for so long.

田中:それほどでもない プレイヤーの意見を取り入れまくってる我々のおかげだけど 開発様に感謝しておとなしく課金続けろよ
謙虚にもそれほどでもないといった


1UP: How do you feel about the state of Japanese game development? Nowadays, it seems like only the top-tier Japanese game developers are able to survive, while most of the lower-tier developers seem to be going the way of downloadable games only. And I guess, compared to western development, which has really grown in the last five or six years with PC developers crossing over. How do you think that the game market has changed, if at all, and how does that affect your future plans?

日本のゲームどうなってくと思うよ?大きいとこはいいけど無料ダウンロードできるの以外小さいとこだめじゃん 
アメリカヨーロッパと違うんじゃねプゲラ
んでおまえんとこは将来どうすんだよ


Koichi Ogawa: Yeah, this is something that our president, Mr. Wada, seems to be touching on a lot lately. What Mr. Tanaka-san said is that the Japanese market really hasn't changed that much. It hasn't gone up or down. Whereas, especially over this time, switching to the next-generation machines, it's that there's more and more users in the European and U.S. markets. And because there are more users over there, that's why that market seems to be getting bigger. And while the Japanese market's not getting smaller, it's just not moving like the other two markets are.

小川:フヒヒw田中さんが仰るには変わんないですよwフヒヒwヨロパとかアメとか人いぱいいて増えてるから変わってんですよwフヒヒw日本は縮小してますけどwフヒヒヒヒww

1UP: Okay, well, I'll jump into this user-submitted list then. Recently a number of changes have gone into the game, such as bringing Nomad Moogles into areas like Mhaura and Selbina, which players have been wanting for years. I think for at least five years, people have been wanting Nomad Moogles in these places. So why, after all this time, are you guys adding them now? Is it a kind of way to hold onto people who might otherwise leave? Or do you have another rationale as to why it's time to add these? Do you plan to address player requests like this a little more promptly in the future?

きめぇ もういいわ
最近マウラにモグ置いたりプレイヤーに媚まくりですね そんなに課金止められるの引き止めたいんですか
これ少なくとも5年以上前から言われてたの今更追加してますやん まじやる気あんの?他の不便なとこも直してくれるの?どうすんだよオラ答えろや


KO: Well, we're always listening to what the players have to say, and what they want. We're always considering the certain things that they ask for. There are several reasons why we can't do things right away all the time. Sometimes it's technical limits, sometimes it's time limits, and resource limits on our side. But the reason we've started releasing all of this stuff now is that the Aht Urhgan story is pretty much wrapped up, and that's calmed down now. And all of the work that went into the Wings of the Goddess expansion, now that it's released, has calmed down. So there are more people available to start working on these things.

小川:フヒヒwいつもプレイヤーの意見には耳を傾けてますよw反対の耳から抜けてますがw
理由を教えてやんよ・・・技術的に制限があるんです><(長年の経験から培われてきた便利な言い訳)でもアトルガンとアルタナが区切りついたんで他のこともできてるんです^^v

ティ:アルタナ全然進んでねーじゃんかふざけんなボケガVI


Another reason is that our special task force team that's been in the game getting rid of a lot of the problems, like hacking and using cheats, they've pretty much got the game cleaned out. And now that the game is cleaned up, we have not only more time, but we're now able to go in and add some of the things that could have been a problem before; things that might have been exploited by some of the users that were targets of the STF teams. But now that those are cleared out, we can implement some of these things.

小川:後業者とかチート取締りとか忙しいのです><でも業者掃除完了したから他のこともできるのです^^v

1UP: Regarding Nyzul Isle Assault in specific, are there any plans to add notorious monster drops such as the Ridill? Because, at the end of Nyzul Isle, you're using some of the big boss monsters. But unlike the 'regular' NMs in Nyzul, which drop the mystery items that need to be identified, the big boys don't drop anything, which seems to be almost mocking the player. And it's a tough battle, so are there any plans to add things like that in the future?

ナイズルアサルトでリディル落とすようにしてくれね?でかいNM使ってるじゃん
鑑定しなきゃいけないアイテム落とすNMもいるよな でもでかい奴らおとさねーじゃん
でかいやつらとやるのしんどいんですけど何か飴よこせや


Mizuki Ito: It's not like we're trying to taunt the player by doing this. Nyzul Isle, as you know, is for six-player parties, and the monsters and NMs inside -- their difficulty level has been balanced, so they can be defeated by six-person parties, whereas some of the stuff on the outside has been balanced to be fought by 18-person parties. By having the same type of drops for a monster that only takes six people to defeat, versus one that takes 18 people to defeat, it would be kind of rude to those people that went with the 18-person parties and worked hard to get that item...to give the same opportunities to just a small group of six. And that's the one reason. Also, the reason that the bosses do not drop the items is because they were designed to be pretty much the gateways to the next branch. So rather than having you fight them to get something, you're fighting them to get to that next level, and that's why we don't have them drop things.

伊藤:冗談じゃない、断る。6人PTごときにそう簡単にアイテムやるわけないだろ常識的に考えて
このゲームは多人数推奨です。少人数はお断りします。
大体あいつらただの通過点ですしおすし 何期待してんの?w馬鹿じゃねーのw


1UP: Hmm, so they're pretty much just an obstacle.

先のエリアに進むのにいるただの邪魔なやつかよ・・・

MI: An obstacle, yeah.

伊藤:そうですwww障害物なだけですwwwwざまぁwwww

1UP: Following up on the real-world equivalents of the King Behemoths and all that: Why are the drop rates on rare/ex items from long delay pops like 18-24 hour mobs so cruel?

んじゃさ、キングベヒんモすとかリアル18~24時間もPOP時間かけてるのにドロップアイテムがあまりにもひどいのなんでよ
(訳注:守りの指輪とか1年に1桁くらいしか出回らないんじゃないかな


MI: Let's take for example: Fafnir. When Fafnir was first released, when it first appeared in the game, the items and the equipment that he would drop were, at the time, some of the best equipment in the game. Over the past few years, there have been new NMs released, with new drops and equipment. So maybe in comparison, Fafnir, or other what older NMs would drop, is not as appealing, or not even as good. Well, they're still good, just not as good as some of the other things you can get right now. And since that's the case, the drop rates for Fafnir haven't been adjusted. But that's not saying that we won't adjust them in the future. But right now we're concentrating more on releasing new NMs and new items, to give the player more things to concentrate on rather than just some of the old items. For example, the latest patch, there are going to be many new NMs released around the game world. And they'll be dropping many new, even better items. For now, we want the players to concentrate on these items. But that's not to say that we're never going to go back and adjust those times, because we do realize that with some of the older items, that maybe the drop rates do need to be adjusted.

伊藤:OKボ~ブ ファフを例に取って俺様が直々に説明してやる 感謝しろよ
あいつらのドロップ品は実装当時最高性能のアイテムだったわけよ だからドロップ率絞ってましたw
何年も経てばそりゃ他にいいの出てくるわw他のに比べりゃ劣るかもしれんが良いもん落とすだろ
だからドロップ率は実装時からいじってません めんどいし
新しいNMとアイテム実装してんだからそっちやれやw将来的には昔のドロップ率とかもいじってあげるかも?あ、言うだけたは無料ということを理解できるまで理解しておいて下さいねw


1UP: The last question I have in regards to the difficult NMs. There are a high number of Linkshells that compete for the three endgame kings. Always has been, probably always will be until you shut the game down. Nothing has been done to address the overcrowding that takes place at these sorts of camps. What are your thoughts on that, and "Well, we have different monsters with different drops elsewhere," isn't really an acceptable answer. People want these items and will claim steal and MPK where possible in order to get them.

んじゃさ最後の質問。特定のLSがHNM独占してる問題はどう考えてんだよ
ログインからシャットダウンするまであいつらずっといるんですけど
俺様涙目;;どうしてくれんだよ?あっ?こいつらのアイテム取れるんなら盗んだりMPKもすんぞ?


Mitsutoshi Gondai: Like you said with the HNMs, the super powerful ones, there are still a lot of things that we can do. But like we said before, first what we're going to do is concentrate on releasing the new NMs and new items, and once that's been all established, then we hope to go back and look at some of the old ones. But we recognize that there is still a problem.

権die:新しいNMに新しいアイテムつけてバージョンアップでいっぱい出してやったんだからからおとなしくそっちでもやってろ負け組みが
まぁ問題あるの分かってんだけど直す気はない



後半に続く

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[2008/06/21 21:24] FF11 | TB(0) | CM(2)

ティルさんの書き方のせいかいつも通り開発のやる気が感じられないwww
リディル無縁だからいいし印章BC何とかせい
ドロップ全部エクレアでいいからなにか追加してくれ
[2008/06/22] 通りすがりの [ 編集 ]

デフレ+アイテム飽和で印章BCほとんど死んでるますからねぃ
蠍主催してたころがBC1番面白かったなー
[2008/06/24] てぃ [ 編集 ]
エロい宣伝ばっかりくるのでhttpはNGワード設定してます

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