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  1. #51
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Fat Chocobo Storage
    A new field-accessible storage inventory of 80 slots.
    (Requires key item "Gysahl Whistle" earned from Chocobo Derby)


    New Weapon Varieties (These are only varieties of existing weapons using new models, but sharing their family's combat skill, weaponskills, animations, etc - not a suggestion for brand new weapons)
    * Polearm:
    ~ Glaive (Scimitar, Spear or other large blade on each end of a staff for Drg, Sam, Jdg - Slashing and Piercing versions) This is the signature weapon for Judgemasters.
    ~ Swallow (Dagger, Katana or other thin blade on each end of a staff for Drg, Sam, Thf - Slashing and Piercing versions) This requires that Thief be given Polearm skill, but only allowed to wield the Swallow versions. It gives Thf a 2-handed alternative that may be advantageous compared to daggers, in some situations.
    * Scythe:
    ~ Reaper (A Scythe blade at each end of a staff. Can't leave Drk out of all the fun of dual-ended weapons!)
    * Ranged:
    ~ Whip (Ranged/returning weapon for Smn, Bst, Dnc, - Slashing Damage) (allows auto-ranged-attack from a distance?)
    ~ Book (Grimoire for Sch and Law Book for Jdg - Magic and Blunt versions + Slashing paper cuts? + Piercing words?)
    ~ Dice (Deal random damage depending on roll, plus used in a new Corsair ability to use the results of the last 3 rolls to determine a new effect like slots - Probably Blunt damage, maybe magical, for the basic roll/toss attack) These may be a new type of ammo rather than a new ranged weapon.
    * Dagger:
    ~ Fan (Dancer defensive weapon, Folding fans, most have bladed edges - Slashing and Blunt versions, technically more of a female weapon, so to make their appearance less feminine, I suggest each fan-fold be a blade. An additional thought is that Dancer has some Hand-to-hand skill and some fans could be wielded like Hand-to-Hand weapons, similar to Sainti so they all don't have to be in the Dagger family, although, I'd raise their skill to at least C+ in H2H if Fans are made H2H. And I'd give them very good guard skill (B?), the whole point of fans in the first place.)
    * Sword:
    ~ Gunblade (half-joke, but really, we've already got weapons that use special ammo for additional effects (wind fans, hydro pumps and batteries -- not to mention Virtue Stones and Magnus stones) mainly for Cor, Rng, Eng - Slashing Damage + additional effect)

    The only additional touches I'd add to these weapon varieties are:
    * New animations for variety in main attacks and always for double attacks while wielding the dual-bladed weapons:
    ~ A double attack should make use of the "other" end of the weapon in a fluid jumping, 360 degree-rotation animation. This isn't necessary, but would be a really impressive touch emphasizing the agility required to wield them.
    * Gunblades could always produce the additional damage effect as long as they have ammo, even on weaponskills. Probably too complex to add this, but I'll leave that up to the programmers.

    Throwing Combat Specialties
    Each job with throwing skill gains access to a command menu that makes use of their unique combat style.
    Ninja: Throwing Arts
    Thief: Concealed Weapon
    Puppetmaster: Transmit
    Beastmaster: Whiplash
    Corsair: Trick Dice
    Dancer: Flamenco
    Ranger: Trick Shots
    Monk: Blitz
    Summoner: Subdue
    Samurai: Toss
    Warrior: Hurling
    Dragoon: Javelin
    Judgemaster: Law Book
    Chemist: Item Tossing
    Engineer: Sabotage
    Bard: Cacophony
    Black Mage: Channeling
    White Mage: Restoring
    Red Mage: Channeling and Restoring
    Scholar: Grimoire Toss
    Jikuu Sage: Dimensional Weapon
    Geomancer: Toll
    (See related "Ranged Weapon Abilities" and new job posts)
    (4)

  2. #52
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    For a game with such a broad history of summoned monsters, FFXI could have a much richer selection. Of all the possibilities, I've worked out the details for relatively few (only 6), but I have brainstormed a potential list of 53 (including the 13 current summons - counting Cait Sith and Atomos, but not including the "Nature Pact" summons.)

    New Summons:
    Atomos (follower) Enfeebler
    Siren (follower) Manipulator
    Asura (follower) AoE Healing
    Maduin (follower) (the winged moogle-lion avatar, also called "Madeen") Holy attack
    Phoenix (new 2hr: Rebirth Flame plus conditional 'random' activation, see summons for more details) Resurrection
    Bahamut (new 2hr: Megaflare) Epic Fire attack
    See Chocobo Derby rewards for additional "Nature Pact" summons - similar to the dangerous original Animastery of Karaha-Baruha.

    I could see the potential to add Bahamut as a new 2hr summon, if, in the story, he can be convinced to lend a fraction of his powers to the adventurers. Restoring light to the Mothercrystals as part of the new endgame event "Warriors of the Light" may earn his trust, since he seems to be a protector of the crystals (or at least protector of keeping the crystals separate).

    Tenzen said: "Bahamut is known as the conqueror of the skies for a reason. The power he and his minions possess is beyond anything we could imagine--the power to control time and space." So, they have a link to Atomos/Cait Sith...

    Cait Sith and Atomos were recently announced Officially as new summons, Cait Sith being a carbuncle-type follower and Atomos is just a 2hr... disappointing. I'll still present my concept of a follower-Atomos, since it takes into consideration the addition of the Jikuu Sage and its selection of spells the same way elemental avatars use the magic of Black Mages (and they can still change Atomos, using the 2hr ability as its Astral Flow).


    A review of Summons and a look into the potential future.

    Terrestrial Avatars (guarding the Mothercrystals):
    Rabbit/Squirrel/Rat: Carbuncle, Bringer of Rainbows (Light of Holla: Courage) (Taru)
    Wyrm: Bahamut, Conqueror of the Skies/Guardian of the Gates of Paradise (Light of Dem: Compassion) (Mithra)
    Bird: Phoenix, Bird of Resurrection (Light of Al'Taieu: Justice) (Galka)
    Wolf: Fenrir, Guardian of the Moon/Tomorrow (Light of Mea: Trust) (Elvaan)
    Bat: Diabolos, Ruler of Dreams (Light of Vahzl: Hope) (Hume)

    Celestial Avatars (Elemental Protocrystals):
    Fire: Ifrit
    Earth: Titan
    Water: Leviathan
    Wind: Garuda
    Ice: Shiva
    Lightning: Ramuh
    Light: Alexander
    Dark: Odin

    Current/Potential Animal Avatars (no known crystal relationships):
    Cat: Cait Sith (Tears of Altana)
    Sandworm: Atomos (Devourer of Time)
    Unicorn: Ixion (Guide of the Slain?) (Valkyrie-like)
    Orobon: Siren (Lure of the Seas?)
    Chocobo: Tritoch/Valigarmanda (Harbinger of Catastrophe?)

    "Sky 'gods'" (They seem to be similar to Terrestrial Avatars, made gods from animals when the crystal was split, without the glowing and they're clearly linked to seasons/directions, but that's from earth mythology, not Vana'diel - They also seem constellation based in mythology, so I've added one...) I doubt they'd ever become "summoned monsters" that players can control.
    Adamantoise: Genbu
    Tiger: Byakko
    Great Bird: Suzaku
    Dragon: Seiryu
    Manticore: Kirin

    Snake: Elidibus? (if they carry over the constellation mythology)

    Most of the next Summons fall into a Special Summons category, activating one effect, then disappearing. A few may be followers like the current Avatars, while others are new 2hrs. (In other words: Brainstorming possibilities, not directly suggesting all of these appearing as new summons)

    5 Playable Races' Avatars: (perhaps gained in the west as Totema?) They may exist in the crystal world where the Celestial avatars are dreaming, without physical avatars until now.
    Hume: Valefor (Multi-winged bird) Sonic and energy attacks. Highly evasive.
    Elvaan: Gilgamesh (Multi-armed weapons master) Has copies of famous weapons & a naginata; pet "dog": Enkidu. (The pirate named Gilgamesh in Norg was named after this mythological figure, to explain them having the same name.) The avatar may travel through the dimensions through Atomos.
    Galka: Doomtrain (Multi-car Train) Inflicts multiple potent status ailments.
    Tarutaru: Hecatoncheir (Multi-armed giant) Earth-based monk giant, very high quadruple attack rate. DoT summon.
    Mithra: Asura (Multi-faced queen) Random effect from: Strong AoE heal, AoE all negative status removal, Low AoE heal
    (You'll notice a theme there... the other summon that shares this theme is Kujata who should have thousands of eyes / ears / mouths / horns, etc, and may be in opposition to the playable races, or an ally - He's linked to the mythology of Bahamut.)

    The "Old" races:
    Zilart: Ultima/Altima/Dawnmaiden?
    Kuluu/Tonberry: Uggalipeh (Eidolon of Altana twisted in the Tonberry's minds)
    Olduum: Ragnarok (sentient weapon, summoned when Alexander and Odin battle - through that rip left behind by Alexander - might interact with the Gordion Knot, Raiden may become involved to end Ragnarok, or Raiden may be the fusion of Odin and Alexander for a brief time, wielding the Light Bringer sword, also known as Ragnarok? If this is the Light Bringer... there's plenty of lore regarding its usage with Tavnazia... it would make sense that Olduum was sunk by its power...)

    Beastman Avatars:
    Pixie: Sylph
    Moogle: Maduin
    Orc: Typhon
    Yagudo: Quetzalli/Quezacotl/Quetzalcoatl A feathered serpent.
    Quadav: Golem
    Gigas: Bismarck (They have a navy)
    Sahagin: Remora
    Antica: Hashmal (Bringer of Order, they're military)
    Mamool Ja: Zahak (Multi-headed dragon, and there are Blue Mage Mamool Ja)
    Moblins: Zoneseeker (not Death Gaze, although they seem related by appearances)
    Goblins: Anima
    Poroggos: Cuchulain
    Qiqirn: Yojimbo (They both like their shinies)
    Troll: Shoat (Petrify)

    New Beastmen:
    Mermen/Mermaids: Eden Found underwater.
    Sasquatch: Crusader Blind rage.
    Vargs: Wolf Beastmen: Lakshmi
    Dwarves: Mole Beastmen: Hades (Blacksmith from FF9 - Forge Crystal Armor?)
    Minotaurs: Kujata (Tetra-disaster)
    Arachne: Spider Beastmen: Pandemona
    Cyclops (Branch of Gigas?): Raiden (or Death Gaze, vision related) (Raiden may be related to Odin/Alexander/Ragnarok)
    (4)

  3. #53
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    While Atomos has been announced as a 2hr-only Avatar, this was my concept for Atomos when I expected a him to be a follower. (It wouldn't be a stretch to grant Atomos follower status in addition to whatever 2hr they have already planned if they like this concept!)

    NEW SUMMON: ATOMOS
    (Terrestrial Avatar version of a giant sandworm - "wormholes" and such)
    The summoned Avatar of Atomos (Atomos' Maw) shares many of Jikuu Sage's spells, just like many of the elemental avatars share their spells with Black Mage. Atomos allows its Maws to be summoned in their active, floating form.

    These maws attack by spinning around, letting their multiple blades slash through the enemy.

    Physical Attack Additional Effect: Time Slip - Sends an enemy through time, aging it prematurely. Enemy loses stats on each hit up to 5 times. Adds increasing slow effect with each hit. (5 levels of "Old Age" status (slower attack speed, lower stats as if leveling down -1 level for each level of old age, built like dancer steps) This effect would wear off one step at a time, when Atomos does not attack to keep the effect up. (This effect may be as low as 1% each time, but hopefully more.)

    Level 1 Astral Flow: Rage: Ravenous Maw
    Drains all the enemies' stats (Str/Dex/Vit/etc) and a large amount of HP, MP, all TP, and adds them to the summoner or a selected recipient.
    * Stats drained by this method remain "reduced" for 10min.
    * Drained stats remain added to Summoner. (possibly select target to receive the stats instead?)

    Level 15 Rage: Stardust
    A shower of tiny burning meteors blast the region and set things ablaze.
    * Causes "Burn" damage over time effect.
    * Elemental Magic (Non-elemental, or Fire?)

    Level 40 Rage: Gravity Well
    Duration: 1min
    Causes "Black Hole" status. The enemy who has been trapped in a gravity well ("Black Hole" status) cannot escape taking damage from these special additional dimensional magic bursts in the form of: Quarter, Demi and Lifeshaver
    * Quarter adds 1/4th the damage of every level 1 skillchain's full Magic burst damage.
    * Demi adds 1/2 the damage of every level 2 skillchain's full Magic burst damage.
    * Lifeshaver adds the full damage of every level 3+ skillchain's full Magic burst damage, and heals the party by that amount split between members.
    * The damage of these magic bursts is figured on the potential unresisted damage of the resulting magic bursts, even if the magic bursts are resisted. (The damage caused by Quarter, Demi, and Lifeshaver may do more damage than the original magic bursts that cause them)

    Level 55 Rage: Atomize
    When an enemy is low on life, Atomos may draw them into oblivion.
    * Enemies killed this way will not drop items, gil or grant experience.
    * Atomos will produce a crystal or crystal cluster from the consumed enemy, and it will be placed in the Treasure Pool.
    * Crystal element is based on the crystal the enemy would have dropped normally.

    Level 70 Rage: Ravages of War
    Atomos disgorges a series of weapons from the Crystal War at the target. Swords, spears, arrows in flight, and bombs cause multiple rapid physical attacks. Critical hits are accompanied by "ornate" weapons replacing the ordinary ones that fly out of Atomos' maw.

    Level 75 Rage: Comet II
    A distant comet is pulled directly out of space, past the atmosphere, to crash into the caster's target with an icy blast.
    * Causes "Frost" damage over time effect.
    * Elemental Magic (Non-elemental, or Ice?)

    Level 99 Rage: Ravages of Time
    Greatly reduces enemy's Accuracy, Evasion, Magic Accuracy, Magic Evasion, Attack Power, Movement Speed
    In addition, it can inflict Blind, Slow, Bind, Gravity as separate effects.


    Level 1 Ward: Memory Drain
    Enemy is unable to use special attacks.
    * Duration increases with levels? Level 1 version can be used to "stun" a single spell or ability.

    Level 32 Ward: Decelerate
    Increase recast timers for all of your target's spells and abilities.
    * This stops enemies from using TP moves until they have 300TP.
    * Reduces TP gain from all actions. (Decelerating Weaponskill frequency)
    * Adds the "Slow" status, but less potent than the Slow spell.
    * Reduces movement speed. 12%

    Level 68 Ward: Slow Motion
    Reduces enemy attack speed.
    * Not a form of slow. Does not impact TP returns.
    * Also reduces enemy's chance for "extra" attacks such as double attack, triple attack and kick attack.

    Level 99 Ward: Chronolock
    AoE-Party
    Prevent changes in speed for the duration.
    * Duration of all haste/slow/gravity/quickening effects are paused for the duration of the Chronolock effect.
    * No new speed spells will take effect.
    * Can be manually removed.
    * Can be used against enemies.
    (5)
    Last edited by AyinDygra; 09-06-2011 at 11:23 AM.

  4. #54
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    The quest required for Phoenix should start with
    Selh'teus at the end of Chains of Promathia (looks like he partially merged with part of Phoenix's power), and involve the Cradle of Rebirth in Attohwa Chasm (where you get the Phoenix Ember key item.) Will require a trip to the past, maybe a trip to the Far East, and may not require a battle (maybe fight Selh'teus at the start and Phoenix Prime at the end, but this avatar is all about healing, not so much about fighting.)


    NEW SUMMON: PHOENIX
    2-hour Summon (Like Odin/Alexander)
    Rebirth Flame: Deals heavy fire and light damage in a large Area of Effect and simultaneously casts Raise III on all fallen alliance members and Curaga III on all living alliance members. The attack does not require anyone in the alliance to be dead. All effects are in a large AoE around the Summoner.

    When a Summoner obtains Phoenix, they also gain a new Job Trait:
    Phoenix Pinions
    When a member of the Summoner's party dies (including the Summoner), and they have the Phoenix Ember key item, Phoenix may randomly bring them back to life (better than a 50% chance).
    * Raise III effect. (no fire/light based attack accompanies this auto-raise feature.)
    (4)

  5. #55
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    NEW SUMMON: SIREN
    Perhaps part of the Echidna or Uggalepih storylines, or the heavily sea based northern stories involving the vikings and such; Siren draws people to their dooms. Siren conceals its hideous true form with the appearance of a young, barely clothed entity who sings a beautiful song. This cloak of deception draws upon each hearer's own desires, so its appearance is actually different to each race and gender. The true form of Siren is like an orobon with massive jaws and very low mobility (thus needing to "lure").
    (Terrestrial Avatar version of an Orobon)

    Basic abilities (but not all):

    2 Hour Rage: Siren Song
    Draws enemies in, they stop attacking while "Charmed", and it deals a strong damage over time effect, ending with Siren's "Jaws of the Maelstrom" attack.

    Siren's Revelation
    When foes see the true source of the siren's song, madness causes them to attack each other and themselves. (Confusion)
    (physical damage on a confused target has a chance to cancel confusion.)
    (alternatively, but more dangerous: terroanima's panic effect?)

    Hypnotic Lure
    Puts enemies to sleep, high enmity. (Water based sleep?)

    Cloak of Deception
    Share in the deceptive power of the Siren to sneak past enemies.
    Grants Sneak/Invisible/Deodorize to the party.

    Kiss of Death
    Chance to inflict countdown-doom or a strong poison (when doom fails).

    Lover's Quarrel
    Strong physical attack that always strikes 3 times (orobon rules) Stronger if the target is charmed or confused.

    Induced Vision
    Transfer all enmity of Siren to target.

    Distracting Alure
    Draws the attention of the enemy so that directional limitations on abilities and traits no longer apply.
    (Sneak Attack, Overwhelm, Closed Position, etc, can be used from any direction, as if they're in the proper position)

    100% innate triple attack (similar to Orobons' always-triple special attacks, but making all pacts always fire off three times in a row isn't a good idea)
    (5)

  6. #56
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Simulacrum Arena
    This arena was created for challenging the masters of all known combat and magic in fights against monsters and against each other; one against one, and team against team in locations mundane and extraordinaire. When two equally knowledgable competitors battled with the full range of their strengths, these battles often resulted in stalemates which were unsatisfactory to the Simulacrum. To make things interesting, they began to impose limits on themselves and their opponents so certain strategies could not be employed in the same manner repeatedly. This forced them to be creative and devise new and exciting methods of fighting, greatly pleasing the hedonistic audiences.

    To prevent "cheating" and encourage new tactics by the competitors, the Simulacrum appointed Judges to enforce laws on some (not all) of the battlefields. These powerful officials can create debilitating forces (Laws) that block certain actions from being performed and penalize those who break other laws with afflictions that make them weaker, while at the same time lending their approval to sanctioned abilities to encourage their use by making those who use those actions even stronger.


    Basics of the Simulacrum Arena:

    There are several types of arena battles -- All may have an optional Judge with selectable battlefield Laws.
    Not all "Arena games" take place in the arena. They are held all over Vana'diel, such as new Ballista matches in existing Ballista areas, or Pankration games in the Coliseum, and new PvP tournaments in the Pit. They all fall under the Simulacrum Arena event due to the Judges and reward system.


    Categories of Games:
    * Ballista/Brenner/Diorama - The classic PvP team games. As few as 1vs1 allowed. Not restricted by a pre-set schedule for matches.
    * Elimination Tournament - PvP, One on One battles, without the petras and rooks associated with the games. Exhibition matches and official brackets for championships.
    * Endurance - PvE, One on One battles, progresses from weak monsters, stronger each round. A new status effect (randomly good or bad) is imposed on the player each round, cumulative with previous rounds. No breaks between battles. Better rewards for the more rounds you can survive.
    * Pankration - The original games, plus team battles. PvP, PvE, PvP teams, PvE teams plus players themselves battling directly against pankration monsters.
    * Epic Battles - Story Boss Rematches (ie: Shadow Lord, must have completed the battles during the normal storyline to gain access to "rematch"), Character Challenge (ie: Lion, Prishe, Trion, even some minor NPCs that people want the chance to fight), and Historic Wars (ie: Campaign style: Fall of Tavnazia)
    * Cross-Dimension Battles - Bosses from past FF games
    * Special Battlefields - Similar to Assault missions
    * Chocobo Derby - Elimination Challenge, Digger's Delight, Knock Out Tally, A-Maze-ing, Slippery Slope, Pursuit, Subdue and Official Tournaments. (Detailed in its own thread)

    Unlockable Features for Simulacrum Arena Games:

    * Support job cap removed (Level 99/99 possible)
    * Separate recast on 2hrs of Main and Support jobs.
    * Merit Badge allows usage of all gear, regardless of job or level, including mixing AF/Relic/Empyrean of different jobs.
    * Hero Medal allows ignoring Red Card Prohibitions, actions will instead only grant the Judge a Judgment Point.
    * Pathos/Sanction effects can be added for additional challenges and rewards.
    * Use of Atmas.


    These "Laws" are enforced on all Simulacrum Arena games by a Judge:
    * All participants are revived without loss of experience, at the Arena, when battles are concluded.
    * Consumables and Ammunition are not consumed in Official Matches. (if a Ranger has a Rare/Ex ammo, it will never be used up in these games, even on multiple attack Job Abilities like barrage, Beastmaster Jugs will not be used up, Ninjutsu tools will not be used to cast, automaton oils will not be consumed when repairing automatons, etc) I'd have called this 100% recycle, but not all consumable-using jobs have a recycle trait for all of their ammo.

    Special Challenge Feature of Judge-Supervised Simulacrum Arena Games:
    * Official Judges obtain judgment points when any participants perform actions that are declared as "penalized" and can then declare "Judgments" against those participants. They can also perform helpful actions for any participant at their discretion. (Normally helping the side with non-penalized members, when the other side IS penalized) These penalties and Judgments are the same as those available to the Judgemaster job, including the meritable ones. These Penalties are in addition to the "Limiting Laws" and "Unlimiting Laws" below. Treat the following lists as "in addition to the Judgemaster job's existing Penalties, Prohibitions and Approvals". Some laws are grouped, so only one from that group can be active. (they should be easy to spot without marking)

    Limiting Laws: (These are treated like Judgemaster Red Card prohibitions, except nearly all can be active simultaneously, whereas only 1 Red Card per Judgemaster is available for a player)
    * Swapping gear is penalized with stun.
    * Spells cost double MP.
    * Weaponskills cost 300TP always.
    * No Weaponskills.
    * No <magic school> castable. (like Nyzul, no ninjutsu, no white magic, etc)
    * No Raising/Reraising. (until the match is over)
    * No Skillchains.
    * No Magic Bursts.
    * All Spell recast timers doubled.
    * All Job Ability recast timers doubled.
    * Permanent Mute.
    * Permanent Amnesia.
    * Movement speed decreased.
    * Everyone afflicted with a strong slow effect.
    * Reduced TP gain.
    * All players have HP/MP/TP poison. (unremovable except by ending the match)
    * Decrease Weaponskill damage.
    * Decrease Skillchain damage.
    * Decrease Magic Burst damage.


    Unlimiting Laws:
    * Spells are free to cast.
    * Spells cost half MP to cast.
    * Weaponskills only cost 100TP. (+ permanent Sekkanoki)
    * Weaponskills only cost 50TP. (+ permanent Sekkanoki)
    * Weaponskills only cost 10TP. (+ permanent Sekkanoki)
    * Weaponskills do not cost TP. (once you have TP, you don't lose it)
    * Reraise always active.
    * Physical Damage is doubled.
    * Magical Damage is doubled.
    * Ranged Damage is doubled.
    * Take no damage from physical attacks.
    * Take no damage from magical attacks.
    * Take no damage from ranged attacks.
    * Increase "areas of effect" for all abilities and spells.
    * Spell recast timers halved.
    * Job Ability recast timers halved.
    * Enhanced fast cast for everyone.
    * Movement speed increased.
    * Everyone given a strong haste effect.
    * Player Accuracy increased. (never miss)
    * Player Magical Accuracy increased. (never resisted)
    * Player Ranged Accuracy increased. (never miss)
    * All players have double HP.
    * All players have double MP.
    * All players have HP/MP/TP regen/refresh/regain
    * Pet damage increased.
    * Pet defense increased.
    * Pets have HP/MP/TP regen/refresh/regain.
    * Pet calling recast timers shortened. (or periodically restored)
    * No avatar perpetuation costs.
    * Increase Weaponskill damage.
    * Increase Skillchain damage.
    * Increase Magic Burst damage.



    During "team games", players are given "Uniforms" for their teams based on the Aptant Sets ("Ebon/Ebur/Furia" Breastplate: Cuirass, Haubert, Mail / Frock: Bliaut, Talar, Coat / Harness: Togi, Jerkin, Vest) perhaps with Nation-specific flag color schemes/features - red/blue/green. With this feature in place, no matter what gear a player is wearing, the "Uniform" is all anyone else will ever see. When a person switches gear, their uniform does not change, so they will not blink. Armor swapping is no longer penalized since it cannot be used to avoid targeting. Weapon swapping, on the other hand, would still cause blinking and be penalized as all swapping is currently.

    During PVP events, each person can customize their "Uniform" with unique models gained through Ballista points. Extending this functionality to normal gear would be a step in the right direction for the rest of the game too. If it is not too difficult, this system could be put into place for all players to create their "Signature Appearance" by "equipping" any gear in the appropriate slots, so regardless of whatever actual gear they're wearing, this appearance is seen by everyone else. There would be 2 ways to see through the Uniform of a player. The first would be a filter type setting that either shows or does not show any Uniforms; so those who chose to turn Uniforms off will still be subject to seeing people blink (this would be disabled during PVP). The other is the "Check" command to see their actual gear as well as gain access to their bazaar, read their bazaar comment, and see their title.
    (3)
    Last edited by AyinDygra; 09-08-2011 at 10:13 PM.

  7. #57
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
    Posts
    286
    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Ballista, Brenner & Diorama style PVP
    An overall change to Ballista/Brenner: Keep the revolving level capped Official Matches that impact regional influence, but add the ability for anyone to initiate unofficial Ballista/Brenner at any time when no events are going on.
    * Ballista/Brenner: PVP teams
    ~ As few as 1vs1, up to current maximums. Teams must be even.
    ~ Ballista/Brenner style battle.
    ~ Can initiate in existing Ballista/Brenner areas that are not holding official matches, no reservations.
    ~ Selectable level cap. (including uncapped)
    ~ Uncapped battles do not have gear swapping penalties (unless that law is chosen)
    ~ Optional Judge imposing laws and rendering Judgments. (Laws are selectable by participants before a match begins - all participants can vote yes/no for each proposed law - tie loses, participants can also pass the ability to vote and accept the laws chosen by the leaders - the Leaders on both sides must vote.)
    ~ You can choose a selection of possible laws, or exclude some laws, adding the rest.
    ~ More than one Red Card Prohibition can be in play during these matches. (cannot be removed by a Judgemaster)
    ~ (Save favorite lists of laws and use them to vote)


    * Players versus players, Exhibition Matches. (without the associated "games" of Ballista or Brenner)
    ~ Everything about the PVP system is the same, except there are no petras/rooks/etc.

    Elimination Tournaments: (without the associated "games" of Ballista or Brenner)

    * Player versus player, Tournament elimination
    ~ One on one tournament style elimination brackets.
    ~ These are held in areas much smaller than full zones.
    * Player team versus player team, Tournament elimination
    ~ Player team tournament style elimination brackets.
    ~ You register a team by being in the same party. (or use the LS Liga system?)
    ~ You cannot join two teams in the same tournament.




    * Endurance Battles
    And an old friend from FF7, Endurance Battles, joins the arena system. How many rounds can you last?

    One on One battles progressing from weak monsters to stronger, each round growing in strength. A new status effect (randomly good or bad) is imposed on the player each round, cumulative with previous rounds. No breaks between battles. Better rewards for the more rounds you can survive.

    I'm not sure if the battles should be randomized or if a clear ladder of enemies to expect to battle should exist. Clearly a list would help people prepare, and will provide a clear increase in challenge, while random could give someone an easy victory or a punishing gauntlet. With these considerations in mind, I'd be happier with a clear ladder of enemies.
    ~ PVE, more rounds = better rewards. (Battle Arena Points, items)
    ~ Random statuses cumulatively added each round. (Some good, some bad)
    ~ (could reward WoE coins)
    (4)
    Last edited by AyinDygra; 09-07-2011 at 06:41 AM.

  8. #58
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
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    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    Pankration Battles
    First, a few updates to Pankration:

    * Pankration monsters can achieve level 99.
    * New Feral Skills, Addition of "Special Techniques", and more points to use. (most of these are already "in place")
    * New monster families become available. (forgive me if some of these are currently available, many guides are not up to date) Adamantoise*, Behemoth*, Warmechs*, Cardians, Caturae*, Cerberus*, Gnole, Hippogryph, Hydra*, Khimaira*, Ladybug, Monoceros, Poroggo, Rafflesia, Sandworm, Slug, Urganite, Wyrm*, Zdei -- and new monsters types added with this expansion: Kamui, Harpies, Golems, Ankylo, Tyro, Pterodactyl, Needle Monkey/Sword Rat, Cenchos, Ologhai, Tangie, Kelpie, Mandrake, Eye Fang, Roper, Balor, Gaap, Death Claw, Giant Zuu*, Centipede, Cold Beast, Fiery Hound, Anguiform, Rhinotaur.
    Those marked with a * are only available in the Boss League:
    * New boss-style creatures are possible, if Soul Plate khimairas can be made in the new endgame area proposed with the re-opening of the Hazhalm Testing Grounds (secret Soul Plate lab.) These creatures may be in a league of their own (literally), so you can't put these in the normal cage matches against normal un-modified soul plate monsters (some of the new monster families fall directly in this boss category) They'd fight in Cage H (Horrors, or Hazhalm).
    * The player vs monster versions may take place in the "Monster Arena" event instead, but I'm including it here because it relates directly to reflector monsters.


    Pankration Battle Modes
    * Pankration PVE
    ~ The original Player Monster vs NPC Monster matches
    ~ 1vs1

    * Pankration PVP
    ~ Original Player's Monster vs Player's Monster matches
    ~ 1vs1

    * Pankration PVE Teams

    ~ Multiple monsters owned by one player Vs NPC Monster Team
    ~ 2vs2, 3vs3

    * Pankration PVE team Battles
    ~ Multiple Players with one Pankration monster each vs equal NPC Pankration monster team.
    ~ 2vs2, 3vs3

    * Pankration PVP team Battles
    ~ Multiple Players with one Pankration monster each vs Multiple Players with one Pankration monster each.
    ~ 2vs2, 3vs3


    The above pankration matches were all variations on the original system, always with Pankration monsters fighting each other, the next matches are fights using the normal FFXI combat engine, with actual players fighting Pankration-raised monsters. One version has players fighting against a Pankration monster that is controlled by a player Pankration style (from the command box, issuing vague commands to influence the monster's combat style), and the other lets the Pankration monster go wild, without any controlling player, which will likely be the only way to do battle against the boss-league enemies in the "Monster Arena" event.

    * Player/Team vs Player Pankration monster (PVP)
    ~ Player/team fight against Pankration monsters controlled by player/s
    ~ 1 player Vs 1 monster, Team vs 1 player controlled Pankration monster

    * Player/team versus NPC Pankration monsters (PVE and P(team)VE)

    ~ Players themselves fight against Pankration monsters, instead of sending their Pankration monsters to do battle.
    ~ 1 player Vs 1 monster, Team Vs 1 Pankration monster
    (3)
    Last edited by AyinDygra; 09-07-2011 at 06:43 AM.

  9. #59
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
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    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    * Epic Battles
    These would be the main draw to the arena for many, and much of the work is already done! Some of the most interesting battles in FFXI were those encountered during the stories. Normally, the only way to revisit previous story battles is to assist new players as they experience them for the first time. A desire has been expressed by many, to be able to revisit these battles whenever we like.

    Another opportunity people look forward to, is the ability to do battle with several of the heroes we encounter during the storylines. In a limited manner, this is already possible as we have seen at the fan festivals and through the invites obtainable through the Mog Bonanza. There are many other notable figures who would be interesting to challenge in battle that could appear in this expanded event.

    The final main part of the Epic Battles category includes historic wars. These are battles that we've only heard stories of, or watched in cutscenes, such as the fall of Tavnazia. Battles of this sort could take place Campaign style, or multi-stage series-bcnm similar to the airship battles involving the mammets, ultima and omega.

    An afterthought that would mainly be fan service, would be the dimensional crossover battles listed at the end.

    * Story Boss Rematch
    ~ PVE: Fight boss battles from the storyline again!
    ~ Includes Assistance from Hero helpers or NPCs that you had to Protect.
    ~ From 1 (yes, solo), up to 18 members unless the original battle limited it to less, then the lower limit is enforced.
    * Character Challenge
    ~ PVE: Fight the heros of the storylines.
    This includes most "good guy" characters we encounter in the stories. (not all of them have to have been fighters)
    (Different battles than those initiated by the "Invitation" items won through Mog Bonanza or played at Fanfest. Since they're part of this new event, they can be fought without level caps, in different groups and combinations, even single battles 1 on 1.)

    Here are some suggested storyline-related combatants (and annoying NPCs some people want to fight): (not a full list)
    - Prishe, Ulmia, Lion, Lilisette, Aphmau-Ovjang-Mnejing, Curilla, Ayame, Jakoh Wahcondalo, Nana Mihgo, Grav'iton Berisacci, Esha'ntarl, Yve'noile, The Star Sybil, Semih Lafihna, Eideialc, Portia, Cornelia and Cornelia, Shantotto, Lady Karababa and the King of Hearts, Naja Salaheem, Prince Trion, Pieuje (perhaps a version where you're helping one or the other fight each other), Luzaf, Ajido-Marujido, the Serpent Generals: Rughadjeen-Gadalar-Najelith-Mihli-Zazarg, Kaduru-Haiduru, Selh'teus, Erpalacion B Chanoix, King Ranperre, Volker, Rahal, Gilgamesh (pirate version), Aldo, Zeid, Rochefogne, Cid (Engineer with joke teeth attack), Raibaht, President Karst, Ragelise, Naji, Zaldon, Brygid, Abquhbah, Rongelouts (Judgemaster using rock/blunt-paper/slashing-scissors/piercing element to combat), Olavia, Cannau, Wanzo-Unzozo, The Chebukki Triplets, Degenhard, Excenmille, Alphonimile, Halver, Altennia, Atarefaunet/Louverance, Rochefogne, Wolfgang, Pale Eagle, Raogrimm, Ulrich, Francmage


    - Figures from the Crystal War (with their unique special attacks, maybe a way to gain their weaponskills?) -
    Valaineral R Davilles, Haja Zhwan, Karaha-Baruha, Azima (Chemist with permanent Eureka), Dalzakk, Oggbi, Nyumomo, Choh Moui, Febrenard C Brunnaut, Achtelle, Areuhat/Odzmanouk, Babban Ny Mheillea, Duskraven, Kagetora, Lewenhart, Rainemard, Rongo-Nango, Titania, Ulla, Gariri, Zolku-Azolku, Lhu Mhakaracca, Zonpa-Zippa, Mikhe Aryohcha, Vhino Delkahngo, Lutete, Bartholomaus, Maximilian, Ludwig, Kurt, Invincible Shield, Adelheid, Sonia, Striking Bull, Else, Leonoyne, Ashmea B Greinner, Feldrautte I Rouhent, Yrvaulair S Cousseraux, Laisavie X Berlends, Perih Vashai, Romaa Mihgo, Striking Bull, Ghyo Molkot, Naho Gwanboh


    - The Crystal Warriors from Divine Might each had special weaponskills that may be available through this arena battle.

    - Various wielders of the Relic Weapons -
    Elivira Gogol, Putori-Tutori, Kilhwch, Mieuseloir B Enchelles, Lhu Mhakaracca, Xonia, Fonove, Dzhau Yaam, Kupalu-Harupalu, Noillurie, Ferreous Coffin, Kayeel-Payeel, Ghebben, Terounalivet, Cerane I Virgaut
    * Historic Battles
    ~ PVE: Sometimes Campaign style battles, sometimes BCNM style, depends on the historic battle.
    ~ Travel to the past in an alternate timeline/dimension already marked for consumption by Atomos and participate in the most important battles in Vana'diel history.

    Here are a few examples:
    Campaign Style:
    -
    The fall of Tavnazia (FINALLY) where the goal may be to hold off the enemy forces long enough for everybody to escape, including Rochefogne, Gilgamesh, Prishe, Ulmia, Aldo and his sister (slide an envelope into Aldo's pocket that says "Open in 20 years" explaining who his sister is). (and as long as you're building part of Tavnazia for this... might as well introduce a present-day version of Tavnazia in some form too, not part of this event... or maybe part of this event... like the Simulacrum could transplant the city of Tavnazia from the alternate time line into ours, if we manage to save it in the past... or simply a storyline of re-taking Tavnazia from the beastmen and wyverns that have taken over, like the opening movie showed the arrival of a large army coming to retake the city.) I may be getting repetitive on this topic, since I wrote the information for this expansion concept in several text files, and separated the posts into different (applicable) posts, so I apologize, but I'm happy to emphasize this point of finally doing something with Tavnazia other than looking at it.

    - The Second Battle of Konschtat (plenty happened in this fight, but maybe there's a storyline plot twist that links it to the outbreak of the Bastokan Blight and possibly Doomtrain.)
    - The Hydra Corps' attack on Beaucedine Glacier that ended with their being drawn into Dynamis.
    - The real assault on Castle Zvahl that included the freakish multi-limbed Cardians on the allies' side.
    - The Kuluu's attack on Fei'yin (While the area was still forested, not an icy wasteland)
    - Bahamut's attack on Al'Taieu (battle in the skies and on the ground... fight for the Zilart or Bahamut)
    When fighting against Bahamut, get the assistance of Warmechs (Ultima/Omega) Zilart engineers with those energy nets, perhaps Luminions (Zilart security forces before they were warped into the forms we see in Al'Taieu) and the five towers that used to be used for healing, but were adapted into weapons to fight the wyrms. The goal is to hold them off until the city can establish the Empyreal Paradox, taking it out of the reach of their attackers.
    When fighting against the Zilart, you get the assistance of wyrms (Ouryu, Vrtra, Tiamat, etc) and the Kuluu. Possibly the Dawnmaidens and the entire cast of terrestrial avatars "in person" like Bahamut, plus Kuluu summoners with the terrestrial avatars. The goal is to destroy the devices that make it possible to move the Celestial Capital into the Empyreal Paradox.

    BCNM Style:
    - The Sahagin attacks on Bastok's ships (battle on boats)
    - I'm sure there are a few more out there mentioned in the histories that would be interesting.
    (3)

  10. #60
    Player AyinDygra's Avatar
    Join Date
    Mar 2011
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    Character
    Varos
    World
    Carbuncle
    Main Class
    DNC Lv 99
    * Dimensional Cross-over Battles
    ~ PVE: Fight Boss battles from other FF games!

    ~*~*~*~ (minor) SPOILERS (bosses from previous FF games) ~*~*~*~

    FFI: Garland/Chaos, Elemental Fiends: Lich-Marilith-Kraken-Tiamat, Chronodia
    FFII: Emperor Mateus, Astaroth (harpy), Beelzebub (crazy fly), Arena Behemoth, Borgen/Zombie-Borgen
    FFIII: Cloud of Darkness, Hecatoncheir, Garuda(Bird-man boss), Goldor, Hein/Hyne, Doga & Unei, Xande
    FFIV: Giant of Babil, Zeromus, Elemental Archfiends: Scarmiglione-Rubicante-Cagnazzo-Barbariccia/Valvalis, Dr. Lugae, Demon Wall
    FFV: Exdeath, Abductor (Imp), Archeoavis, Azulmagia (Corse), Byblos (Demon), Catastrophe (eye), Galura (Marid), Halycanos (demon), Mellusion, MoogleEater (Kraken), Necrophobia (Vampyr), Liquid Flame, Gilgamesh (2-arm & 6-arm), Gogo, Omnicient (Soulflayer?), Sol Cannon, Twintania (FFV had a lot of bosses of note...)
    FFVI: Kefka, Warring Triad, Ultros (Kraken), Whelk (Urganite), Hidon (mutant taurus?), Air Force, Atma Weapon (bio-engineered behemoth), Chupon, Vargas, Ziegfried, Siegfried, Chadarnook (similar to Mellusion), Dullahan (chariot), Inferno (Iron Giant), Magi Master, Phunbaba
    FFVII: Sephiroth, Ruby/Emerald/Diamond/Ultimate WEAPON, Proud Clod (maybe Minerva), Midgar Zolom (worm or amphiptere), Gi Tribe (demons/taurus), Materia Keeper (scorpion)
    FFVIII: Ultimecia, Adel, Edea, Griever (Khimaira), Norg, X-ATM092
    FFIX: Kuja, Ark, Garland, Necron, Ozma, Black Waltz (group), Gizamaluke, Thorn/Zorn (Automatons?) combine to form Meltigemini (Mumbo Jumbo) Hades
    FFX: Yu Yevon, Yunalesca, Braska's Final Aeon, Seymour Omnis, Chocobo Eater
    FFT: Elidibus, The Lucavi: Wiegraf/Velius-Adrammelech-Belias-Hashmal-Cuchulainn-Zalera-Altima, Delita, Celia & Lede
    FFXII: The Undying, The Judges: Drace-Gabranth-Zargabaath-Bergan-Ghis, Vinuskar, Yiazmat (maybe a boss that the entire server can try to take down over a period of weeks - HP never regens.)

    I'm sure there are other bosses that would make interesting enemies in FFXI (although, these, and some like them could appear in FFXI as actual story-related characters, or NMs and BCNM enemies, also Summons and other recurring characters, rather than appearing in this arena, although, having a retro version in the arena would still be fun.)


    * Special Battlefields
    These include "The Swarm" and "The Gathering Storm" which may have "versions" in this event, but not exactly the same, and would not yield the same titles (maybe no titles). (They seem like fun events to "waste" only on special events once a year, to be experienced by only a small group) Similar game mechanics were used in Assaults where waves of weak enemies attacked, so I know it's more than possible.

    These could also include Assault-style activities (perhaps using the "un-used" assault maps)
    * Matching NPCs
    * Leading NPCs
    * Using NPCs to destroy obstacles
    * Flipping switches to open doors
    * Hunting NMs
    * Disarming bombs.
    To list only a few...

    I spent very little time on this section because I wanted to get the whole "expansion" idea out there sooner rather than later, but I could see it becoming one of the largest sections of the Arena, depending on the creativity in these additions. Assault missions were some very interesting alterations on normal FFXI gameplay.


    * Chocobo Derby (Detailed system, needed its own thread which I posted earlier. (link))
    A fully player-controlled group of mounted activities. Some games resemble mounted Ballista, for example. Activities range from PvP to PvE, and some transition from mounted activities into normal combat.

    This event isn't entirely related to the whole Simulacrum expansion suggestion, directly, anyway. However, it fits in with the concept of the games and judges, so I link it here. (They could implement the Chocobo Derby before any of this!)

    A tiny note at the end here about Besieged:
    The Chocobo Derby system could be used during the time the beastmen are advancing on Al Zahbi. There are even mounted enemy units in the Mamool Ja forces already. Wiping out an enemy unit's endurance could force it to retreat before reaching the city.

    It's also possible to add Chocobo Derby elements to quests/missions.
    In Wings of the Goddess, San d'Oria quest 9: "Bonds that Never Die" could start with a Chocobo Derby style battle where you pick off the Orcs guiding the young behemoth, and then wear down its endurance. When the young behemoth's endurance is wiped out it runs and hides in a cave, the normal battlefield battle begins in the cave that you climb down into.
    (3)

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