View Full Version : Hostile Takeover! Campaign Battle for a Better FFXI!
BurnNotice
12-29-2011, 11:58 AM
I know! Such a dramatic title to use, but I figure it's a good way to open up this discussion board in the most interesting way!
To my fellow players, retirees, and prospectors: I am sure you have heard the rant and rage about where this game is headed. Everything from recycle content, nerfed jobs that meant to be strong by nature, lousy reward system, to ridiculous monster fights lasting 18+ hours (Pandemonium Warden & Absolute Virtue ring a bell?), never-ending grinding on end-game weapons, and the Threshold we know as 'Walk of Echoes' is about as empty as a black void in space.
This is an opportunity to truly voice thoughts & ideas! If you were given an opportunity make significant changes & improvements to YOUR/OUR game to win back your audience, what will you do? Think deeply about this guys! No rants, no complaining, no flaming other peoples ideas or their opinions. In fact, if you see an idea and you like it, but you think you can improve on it, do it! The more support and value we show on our ideas, the more obligated SE will be to perform. I asked that everyone take this forum and people's ideas very serious to discover new ways to improve on YOUR/OUR game.
****THIS MESSAGE IS TO THE DEVELOPMENT TEAM FOR FINAL FANTASY XI & RESPONSIBLE PARTIES****
FFXI Team,
You are clearly being watched by everyone is posting on this forum. We challenge you, on creativity and the salvation of this game, to act according with the ideas posted in this forum. This is not for you to just read, sleep over it, and swiftly forget about. NOPE! You will need to ACT on these ideas as well as improve on them as well!
We are looking for your participation, feedback, AND questions you may have for us. Yes! We want to answer questions to our ideas too! If we can work together on this, we can make a better FFXI.
Concerned4FFxi
12-29-2011, 04:21 PM
Linked reward system to VW and WOE, where hmp can be bought and items used to synth the auction house vw gear can be purchased. No vw rare/ex gear to be added to the point system, keep that gear specific to vw only.
WOE, add rare/ex gear thats worth a dam, instead of everything thats worth something being able to be bought on the auction house, and then gets replaced the next update? why? Redo the the lowest tiers, 1-5 so they have lower drop rates on coins but can be 99 solo friendly for a moderatley geared 99 dd job that's not bst or smn, nin, etc. I sugest having those tiers be specific for the coin drop, in other words, if u need gk coin, u do flux 4, because thats were it drops most often. Of course, highier tiers for woe drop more coins, but lets leave the soloist something.
WOE, tier 6-10, this should be for a party sized group, about 4-6 decently geared 99's should have a decent chance to clear this.
WOE 11-whtever, i dont know because after the auto-rr update i lost interest in it. Also, I bought what i wanted off the AH, and i do empyreans anyway so yea. This should be for an alliance of 10 or more.
WOE- whatever the highest 3 tiers should be special, no auto-rr, need an alliance. I suggest making the top three tiers reserved, like dynamis used to be. Maybe this will get voidwatch linkshells to do it, idk. I really dont know what to say about the top tier woe, but this area is in major need of a facelift and 11 needs an endgame.
Abyssea- add new mobs that check I.T. to 99 in every abyssea zone. Do not just throw them on top of the currently exsising mobs like I've seen done in kuftal tunnel, where there's 100 new higher level mobs crammed onto map 3, by the vw rift, that was utterly stupid. If you have to remove some weaker mobs toi fit in the new higher level mobs, then do so. I rather there be less mobs than a cluster of mobs poorly placed.
FOV/GOV- add more new mobs for these that check I.T. at 99
FOV- why doesnt this have the same tab costing abilities that GOV has to offer, such as homing instinct, rr3, etc? That to me, seemed obviuos.
Adventuring Fellow- why is that at 95 the only fellow that is worth its weight is the warrior? GIve the PLD auto-refresh, 1mp per tic at 78, and the WHM refresh the spell, self-cast only, 3mp/tic at 92.
Future upgrades for black belt, i know it was mentioned there will be in the future a better belt than black b elt, please dont hurt those who have wasted their time getting this item and just outright replace it, at whatever you cooking up as the version you get when you upgrade the balck belt.
Campaign- Add skill ups to all the mobs but not the structures, and give xp/notes to everyone including those that are KO at the battle's conclusion. KO people get 25% less notes/xp, or no xp and 25% notes, you decide. Give a raise3 effect to everyone that's KO at the end of the battle that doesnt have rr up.
Arch kirin, Arch AV, Arch PW
No 500-1000 PW, ADL, or whatever you where considering for empyrean upgrade to 99. Note the 85-90 relic upgrade phase, 5 nm deaths. Ok. 3 PW, 5 ADL, idk about wempyrean but keep it reasonable.
Reconsider the drops for all the outdated bcnm, ksnm, etc.
Triple the maximum experience point bonus cap from all experience bands. In other words, Emporerer Band lasts for 6000xp and not 2000xp. Consider bumping the xp bonus on all bands by 25%, so emperer bnd will give 75% xp bonus, etc.
Boast the effects of sigil, signet, sanction. Trying to get people back into all the un-used areas that abyssea destroyed is going to take alot of work,
Add bonus to xp outside abyssea for skill chaining or magic bursting a mob.
I believe that the revamping of 11 is fantastic, however, some people refuse to wait 2 years for new end game content. Do something about this. WOE was sorta new endgame, now its an auto-rr joke that has few participants. Fact is, nobody likes dying so much that auto-rr was needed to clear a zone. Make it so that every mob doesnt AOE and do 2k+ damage every 5-10 secs and get rid of the auto-rr crap. Dynamis of oild was different than WOE, yes you died alot, but it wasnt as silly as WOE has become were its pet job or get out.
If i consider more I'll post, like to see what others have to say.
Oh yea, why are the merited ws pacing or out doing empyreans? If any ws should out do empyreans it should be relics. Fix this, why should I bother doing more empyreasn when the merited ws are free and just as good and some are better? Dont gimp the new ws, make the empyreans, relic, and mythic ones stronger.
Concerned4FFxi
12-29-2011, 05:19 PM
Fix empyrean ax, polearm, and sycthe, as of now they all suck in the damage department, but you've been told about this before.
Also, if you needed to gimp empyrean GA ws, why cut it that badly? I hear it's 50% decrease in crit hit rate now? And to the fact that war ja blood rage got nerfed too, and before that restraint, it's really a sad day to play war. You guys are dropping it so far down it's almost like loldrk.
on that note, Drk, i'll refer you to the forums on that one. Elemental spell for drk, really who thought that would be a good idea? Drk should be casting spells like impact, unholy, poison III, en-plague, en-drain, death, doom, unholy II, and absorb-spikes that drain tp or mp (random 50/50). Dark spikes that cause the mob to be blinded. Face it, blu has doom (really horrible but it has it) and plague, Sam has our plague ja with their weapon bash, Dnc has en-drain in three tiers, something isn't right here. It's one thing to give other jobs the same ability as other jobs, but it's incrediable that the job that should have it doesnt even have it in the first place in any tier. Yes, drk is a real cluster %$&@. While we like the GS merited ws, why dont we still have a decent damage dealing scythe ws? hmmmm. again the drk forums.
RDM- why does every hnm resist enfeebling? Make it so that you need a ton of enfeebling gear/mnd gear to land enfeebles on the stuff you really dont want us enfeebling. I mean, a few nm with outright can't enfeeble is ok, but as of now rdm is useless. Add more rdm only enfeebling magic, addle was great, till you gave it to whm. Add tier 2 spike spells with a small chance to proc the effect, stun for spike, para for ice, etc. Add en-enfeebling spells, like en-paraylze, en-slow, etc. Add tier III elemental en-spells, and make them better than en-light/dark, because really, why do you give let rdm go to waste like that, lol. If anyone should have gotten the blu spell that gives physical immunity, wouldn't it have been rdm? You could have keep it on a 5min recast timer, but seriously? It shouldnt exist anyway, seeing as it just cut Pld's 2hr out, but hey, how bout giving rdm some love here and giving them the spell too. Make phalanx II, slow II, paralyze II, blind II, dia III, bio III, all rdm 75 (only rdm can cast these spells) spells that drop from WOE. again check there forum out they got good ideas there.
Concerned4FFxi
12-29-2011, 09:25 PM
another thing, and this is not debatable, much like the whole comparison between GOV and FOV, why do the vnms outside abyssea give different hints for which tier vnm is up, yet inside abyssea all abyssites give the same hint. In other words, if I rest with my blue abyssite and my clear abyssite (outside abyssea vnm tier 1 and tier 3), it will give me different hints for each tier 1 and tier 3 in that area that i have access to.
Now in abyssea, say I have clear demilune abyssite and indigo demilune abyssite {tier 1 and grausberg (A)tier 3} and I rest, the dam thing WILL NOT give me differnet hints for each it will say "XXX abyssite quivers ever so slightly and emits..." this thing will say that for a tier 3 or a tier 2 or a tier1, it doesnt matter the hints are all the same. So I can not go and farm another tier 1/2 in the same zone I have a tier 2/3 in, because it is too confusing when there is no distintion of hints. I dont get it, because they have a working system for the outside abyssea vnm why wasn't this done for the abyssea ones?
Insaniac
12-29-2011, 11:46 PM
That last post is actually incorrect. You get the same tiered hints inside abyssea that you get outside. Probably a good idea just to delete that before someone comes in and starts a 6 page conversation about it.
Now on to my idea.
Voidwatch - Introduce a cumulative treasure boosting effect that is specific to each individual VW mob.
Let's use Qilin as an example. Let's just go with the generally accepted .1% drop rate of Coruscanti. This weapon should be reasonably hard to obtain because it's pretty amazing but being able to go 0/1000? Unacceptable.
I suggest that for every time you kill any NM the drop rate on it's rarest item is increased by .1%. Eventually capping at 10% after 100 kills.
Now let's look at the standard complaints about Voidwatch and see how this would affect them
Outrageously low drop rates on good gear - The dev team's fear is that our ability to spam VWNMs and a reasonable drop rate or point system would cause people to cap out too quickly on VW gear just like they did in abyssea. This system would be the best of both worlds. You would still be required to kill no less than 50 Qilins before you even had a 5% chance at a Coruscanti but instead of feeling dejected and hopeless about probably never getting one, players would have hope that if they keep killing they really will eventually get what they are after.
Lack of progression towards a goal - Self explanatory. You would be working towards having a decent chance at getting the best items instead of nearly no chance at all.
Too luck based- Luck based rewards from skill based content is a Tanaka Dev teams pride and joy. They rode that horse for 7 years and are back to riding it full stride. The most infuriating aspect of a system like this is that someone could build 100 Qilin alliances and never see a Coru in 1000 fights while someone who has never done VW in their life could walk in and go "LOLZ 1/1!! I don't even has a job dat can youz!!". I've seen 2 people quit over that exact thing. It's absolutely soul crushing to see someone handed an item that you have been working so hard for. My adjustment would tilt the odds greatly in the favor of someone who has put the work in while at the same time not removing the randomness completely from the equation.
WOE ... Redo the the lowest tiers, 1-5 so they have lower drop rates on coins but can be 99 solo friendly for a moderatley geared 99 dd job that's not bst or smn, nin, etc. I sugest having those tiers be specific for the coin drop, in other words, if u need gk coin, u do flux 4, because thats were it drops most often. Of course, highier tiers for woe drop more coins, but lets leave the soloist something....
...Campaign- Add skill ups to all the mobs but not the structures, and give xp/notes to everyone including those that are KO at the battle's conclusion. KO people get 25% less notes/xp, or no xp and 25% notes, you decide. Give a raise3 effect to everyone that's KO at the end of the battle that doesnt have rr up.
Arch kirin, Arch AV, Arch PW...
...Add bonus to xp outside abyssea for skill chaining or magic bursting a mob....
All of this.
Damane
12-30-2011, 12:08 AM
ToAU changes:
- Remove restriction of min 3 people on entering Assault, Salvage and Nyzul Isle (because most of those things can be duod)
- Add an option to enter Salvage with a Tag (instead of useing Assault points for a permit)
- Remove the Restriction of min 6 people to enter einherjar
- Change the smoldering Lamp to enter einherjar into a KI
- Demolish the restriction to enter Einherjar only every 72 hours and place it to a 20 hour restriction
- put a higher abjuration droprate on chambers 1-9 (the new one still is ass)
- Add Alexandrit as drops to Assault, Nyzul Isle and Einherjar
- Demolish the picture takeing part to get zeni for ZNMs, Lower the price for ZNM pop items drasticly, Introduce the options to purchase ZNM pop items with Imerial Standing/Gil/Zeni (3 option available
- Introduce a storyline + BC to upgrade your Toau ring (balrahns etc) to lvl 99
- Introduce ways to upgrade salvage, nyzul isle and zeni equipment
This is to help with now "low" level content and actually easen up the mythic completion part. Low level content shouldnt need more effort then high level content with subbar shitty rewards.
CoP changes:
- introduce a storyline + BC to upgrade your rajas/tamas etc ring to lvl 99
sea:
- Enhance droprate of items (especially sea capes)
- Reduce repop timers for ???
- reduce repop timers for timed NMs to 15 min
- add augments to sea drops via synergy through HQ organs (like they did with sky items and abjurations) to make them viable again
Limbus and Temenos:
- Demolish the 72 hour restriction on Limbus and replace it with a 20 hour restriction.
- Change the KI to enter Limbus into a permanent KI
- Introduce +2 AF1 upgrade items
- Introduce ways to augment Nashira set and Homam set.
- Introduce new items to spend ancient coins on
Zilart:
- introduce a storyline + BC to upgrade your divine might earrings and your apocalypse nigh earrings to lvl 99
Sky:
- reduce repop timers for all NMs to 15 min
everything else is fine right now
Dynamis:
- get rid of the proc system influencing currency drops, people shouldnt be forced to go bst/dnc just to get the best reward out of solo/duo farming Dynamis. Procs should only be used to stop 2 hours and stagger enemys from attacking.
Wotg:
- Redesign WoE, its total ass endgame.
- Allow Skill ups in Campaign battle
- Introduce a quest to gain access to the Campaign WSs outside of Campaign
- add an BCNM/Story to tie WotG and ToAU together, like you did with CoP and Zilart on Apocalypse Nigh with corrisponding rewards.
- Redefine drops in Campaign and enhance them.
General:
- add multiple Conflux in all areas that can be activated via: Imperial Standing for ToAU areas, Conquest Points for Original + Zilart + Promathia area and Allied notes for WotG Areas. They cost some amount to activate but dont use any form of points etc. afterwards to use them. They work the same like Abyssea Confluxes. This includes Dungeons. Excluded areas are of course Dynamis, Salvage etc. the Battlefields basicly.
- Change Fields of Valor to repeat itself (same as Ground of Valors)
- Change Dominion Ops to repeat itself (same as Ground of Valors)
- Allow a 2. Craft to go up to 100
- Uncap all ENMs (all rewards are anyway lackluster)
- Uncap all BCNMs (most rewards are anyway lackluster)
- add new lvl 99 endgame area
- introduce new expansion with new areas building up on the Far East.
- Demolish the requirement to trade 3 particular seals for 1 seal you actualyl want. as example trade 1 beastseal to get 1 kindred seal, it shouldnt be 3 beastseals etc.
- Introduce a weekly mogbonanza, you can only buy those mogbonanza marbles via IS or Conquest Points. Yearly/halfyearly mogbonanza wills till be hold where you can buy your marbles with gil.
- double the amount of exp +IS + Conquest points gained by killing mobs outside of abyssea. (yes again!)
- Add high lvl food, that is more cheap to made (current foods are seriously caping out)
- add MAB and MAC food
- add -enmity food
- add cure potency food
- add +enmity food
- change Nexus Cape to work in ALL Areas
EDIT MORE:
- Add ToAU jobs and WotG jobs to relics
- change the relic staff and relic club stats to accomodate mages:
1. instead of giving mjollnir +attack: you give it +35% cure potency and converts 10% of cure amount into MP
2. instead of giving +accuracy to claustrum: you give converts 10% elemental dmg dealt into MP, magic accuracy +50 Avatar: magic affinity dmg +7
- change the empy staff and empy club too!
Thats it, thats all I have on my head currently
Alhanelem
12-30-2011, 02:32 AM
The new nyzul mission will actually have alexandrite, you don't need to ask for that.
BurnNotice
12-30-2011, 07:24 AM
You guys have some great ideas! Changing Temenos/Limbus is a must! It must be made accessible more frequently like Dynamis. Speaking of Dynamis, I agree with you guys about the proc system for currency drops. It shouldn't be that way. I believe procs should be left for better drop rate on getting items/gear and a chance at 100-currencies.
Francisco
12-30-2011, 08:32 AM
Job Adjustments: Dark Knight
The weaponskill Cross Reaper is now able to deal critical hits.
The damage of the weaponskill Guillotine will now vary with TP.
New Trait: Executioner - Grants all killer effects. (Lv. 75)
New Trait: Face of Death - Enhances killer effects for a duration following a weaponskill, chance to inflict terror. (Lv.90)
New trait: Scrouge - augments the effect of Absorb Spells. (Lv.95)
Absorb-STR: Increases Weaponskill potency by 5%
Absorb-DEX: Increases Critical Hit Rate by 5%
Absorb-VIT: Decreases Physical Damage Taken by 5%
Absorb-AGI: Increases Evasion and Subtle Blow by 10.
Absorb-MND: Decreases Magical Damage Taken by 5%
Absorb-INT: Increases Magic Attack Bonus and Magic Accuracy by 10.
Absorb-CHR: Enhances "Killer" Effects.
Job Adjustments: Dancer
Duration of Spectal Jig increased.
Healing Waltz recast timer will now function independently of other Waltz abilities.
Job Adjustments: Thief
New job ability: Scapegoat.
- Recast: 5 minutes. Duration: 2 minutes.
- Targets one party member. As long as the THF is standing behind the targeted party member, the targeted member will receive all enmity generated by the THF for the duration of the effect.
Sneak Attack merits will now reduce the recast timer by 3 seconds each (maximum of 15 seconds reduction).
Mug Recast lowered to 5 minutes.
When under the effect of Bully, Mug will inflict an attack that does severe damage.
Level 99 Ultimate Weapon Trials
Two trials will be implemented for each weapon group, each with different outcomes. One trial will be attainable by most players, the other will require a moderate amount of work.
Example of possible trials/rewards.
Verethragna 95 -> Verethragna 99
Objective 1: Defeat Shinryu 5 times, without Primeval Brew.
Reward:
Verethragna
DMG:+42 Delay:+51 STR+20
"Victory Smite"
Aftermath: Occ. deals double damage
Afterglow
Lv.99 MNK/PUP
Objective 2: Obtain 500 Riftworn Crackerjacks
Reward:
Verethragna
DMG:+47 Delay:+51 STR+25
"Victory Smite"
Aftermath: Occ. deals double damage
Afterglow
Lv.99 MNK/PUP
Other adjustments:
The maximum allowable slots per character on the auction house has been increased to 10.
Salvage permits can now be issued by the NPC Rytaal in exchange for one assault tag.
The party size restrictions on entering Salvage has been removed.
The appearance rates of NMs in the area Bhaflau Remnants has been increased.
Monster redistribution in the following areas has been reversed:
- Fei'Yin
- Ranguemont Pass
The base HP recovered while healing has been increased for all jobs.
The amount of fewell consumed to exexute the following commmands has been reduced to 3:
- Operate Safety Lever
- Repair Furnace
The respawn timer on the following NMs has been lowered:
- Faust
- Despot
- Mother Globe
- Zipacna
- Steamcleaner
Additional weapons with the properties of Buccaneer's Knife have been added to Treasure Coffers in Ve'Lugganon Palace.
If a player is weakened while KO'd the Reraise effects of Atma of the Apocalypse will not activate until the player has been KO'd for 60 seconds.