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Yespa
08-07-2012, 07:17 AM
Hello from the Carbuncle Server, previously Gilgamesh merge ^^

I am writing you and the team today to say hello, welcome back and thank you guys for such a wonderful game, and hopes for future increase and design to make it even more enjoyable!

First off I would like to thank you guys for creating such insights and a storyline that no other storyline can truly match. The mysitcal/mythical insights provided by this service is impeccable and infinitely useful|enlightening. I myself have over the past decade or so have become a Monk and a studying Priest, and alot of this content has served as mnemonic devices and/or reminders of information that has made success in my profession easier, in comparison to others studying|wracking their brains out! Furthermore, some of the info here is quite unique and in-accessible elsewhere. lastly, as a high-quality cognitive functionitive tool, FFXi helps us dedicated players on our mental toes, and I just wanted to say thank you to whomever was behind it's designs, and keep up the good work!

In the following posts, I can hope you may read and take some ideas and find ways to safely implement them. Having been a fan of Final Fantasy games from the very first (I own about 12 copies of FF1 for NES from back in the day because you cannot have multiple save slots lol) all the way through the entire series up until what we have available now. There is much to add to FFXI to bring it into full line with its fellow games before|after.

Given that FFXI has maintained faithfully the original designs of the final fantasy universe - ie maintaining job classes and iconic character designs|armor etc, we are in a much better place than our FFXIV counterpart who has kind of undermined the loveable design of FF job class, which as man yof us amy know are the virtual/digital reflections of a varying type of RL professions and spiritual capabilities.

So with thanks aside, here is a brief outline of some of the suggestions that would like to see offered & possibly in future updates & new expansion:

-Class Advancement (Class Upgrade)
-Hero Class Ability(s)
-Veteran Rewards
-New Job Specific Quested lv99 Job Ability category
-Adjustments to the new 2hr skills
-24hr JA similar to 2hr JA
-Updates for classes that are familiar, or some complied suggestions from fanbase
-other suggestions/observations

Yespa
08-07-2012, 07:18 AM
Hello! The following information is primarily regarding the idea of Advanced Jobs for our current job system, upgrading them to "Hero Class" which is a common theme throughout many final fantasy titles, popular and lesser known. The suggestion would be for either pre-Adoulin or for adoulin release in addition to our two new class releases, thus keeping our fan base on track and enhancing our gameplay and enjoyment/OCD levelling process in place ^^

The suggestion spans all classes, and is open to suggestions, titles and name changes as needed. For the most part I have stuck to FF-genre icono names for advancing classes to their next stage. Further, to additionally back up this suggestion, many MMO games utilize one, if not several job/class advancement stages and given our current level of 99, would be something I believe would be welcome by the player/fan base large scale. Here is the current list (8/5/12):

________________________________________________________________________
UPGRADE
________________________________________________________________________

Warrior – Gladiator (Berserker or Knight)
Red Mage – Red Knight /Red Wizard
Black mage – Magus /Black Wizard
White mage - Oracle /White Wizard
Thief - Assassin
Monk – Mystic ( Black Belt)

__

Paladin – Crusader (Templar)
Dark Knight - Judgemaster
Beastmaster – Mediator
Bard - Muse (Mime?)
Ranger - Sniper (Cannoner)
Samurai - Bushido (Paravir)

__

Ninja - Shadow (Stalker)
Dragoon – Holy Knight (Lancer)
Summoner - Channeler (Evoker)
Blue Mage – Memorist
Corsair - Sky Pirate
Puppet Master – Machinist

__

Dancer - Mesmerizer
Scholar – Sage

________________________________________________________________________

As likely observed, most of the class suggestions above relate to or are identical to the class upgrades available in multiple FF titles. Some were tough choices, and some are still worth discussing I would assume? Additionally, the second tier in parentheses (_) are suggestions in the rare case we would be willing to setup a class tree where you could go from say for example:

/ Shadow
Ninja 99
\ Stalker

This would thus enhance the diversity of the game much moreso, however would require a massive overhaul of balancing, however given that we have 20 jobs playable atm, with a fair split for all jobs, that would make 60 playable jobs, and 40 viable "Hero Jobs" which would be greater than a regular 99 Job, playable.


As a suggestion, and this would also offer a route of increased playability/content, allow the newly created "Hero Jobs" to access up to level 50, and have a subjob of a regular job up to 75~ or keep the current 49. (49 allows access to a great amount of skills and is balanced, having a /75 subjob may be too OP) so an example could be

Crusader 50 / Sam 49

or if the 75 were to be implemented:

Channeler 50 / Black Mage 75

________________________________

As you may also notice above, is that several of the jobs I could not identify a proper name for a split job, while others were still a question. A good example are the mage jobs. How much longer shall the Mage jobs, at max level be considered mage's and not Wizard's as in previous releases?
This I do believe is a primary update, even if the Hero Classes are not implemented. Red Mage especially being given over to Red Knight, although Red Wizard has been used in the past as well. Additionally, having Sorcerer & Oracle in play will add to game play. Spice things up a bit, no??? Plus think a bout it, a 99 Fighter, is more than just a 99 fighter now! etcetc.

________________________________

Here are some links to the above name classes from Final Fantasy Wiki's for reference:


Gladiator http://finalfantasy.wikia.com/wiki/Gladiator_%28Job%29
Magus http://finalfantasy.wikia.com/wiki/Magus
Oracle http://finalfantasy.wikia.com/wiki/Oracle
Red Knight http://finalfantasy.wikia.com/wiki/Red_Mage_%28Final_Fantasy%29#Red_Wizard
Black Wizard http://finalfantasy.wikia.com/wiki/Black_Mage_%28Final_Fantasy%29
White Wizard http://finalfantasy.wikia.com/wiki/White_Mage_%28Final_Fantasy%29
Assassin http://finalfantasy.wikia.com/wiki/Assassin_%28Final_Fantasy_Tactics%29
Mystic http://finalfantasy.wikia.com/wiki/Mystic
Crusader http://finalfantasy.wikia.com/wiki/Crusaders
Judgemaster http://finalfantasy.wikia.com/wiki/Judgemaster
Mediator http://finalfantasy.wikia.com/wiki/Orator
Muse http://finalfantasy.wikia.com/wiki/Bard
Sniper http://finalfantasy.wikia.com/wiki/Sniper_%28Final_Fantasy_Tactics_Advance%29
Bushido http://finalfantasy.wikia.com/wiki/Bushido
Shadow http://finalfantasy.wikia.com/wiki/Ninja
Sage http://finalfantasy.wikia.com/wiki/Sage
Channeler http://finalfantasy.wikia.com/wiki/Evoker
Sky Pirate http://finalfantasy.wikia.com/wiki/Sky_Pirate_%28Final_Fantasy_Tactics%29
Mesmerizer http://finalfantasy.wikia.com/wiki/Dancer

Holy Knight http://finalfantasy.wikia.com/wiki/Holy_Knight
http://finalfantasy.wikia.com/wiki/Dragoon

Memorist http://en.wikipedia.org/wiki/Memorist
http://finalfantasy.wikia.com/wiki/Blue_Mage

Machinist http://finalfantasy.wikia.com/wiki/Machinist
http://finalfantasy.wikia.com/wiki/Machinist_%28Final_Fantasy_Tactics%29



___________________________________________________________

At some point maybe I will be able to go into a discourse on the choice for each job etc! ok update 1 finished, now to part 2!

Yespa
08-07-2012, 07:18 AM
Ok, here is a suggestion in the area of a "Universal" Job type Ability, that unlike class abilities, will be universal to all players regardless of Job. These Job Abilities would be quested out at a varying set of levels and once unlocked, will have access to them on all jobs that match the level of the skill. (IE A level 5 job couldn't access the level 75 quested skill, even though that would be kind of cool!) Some of these may be reminiscent of generic gaming commands from side by side games ^^

In addition to the above suggestion, we will find below the combined suggestion of a "veteran" player bonus skill or skill sets as I edit throughout the future. The exact details of acquiring/rewarding players this would be of course up to SE, however I could suggest something along the lines of rewarding players by the amount of years that their account is registered from start date. IE an account that started in 2002 (or 2001 for beta players) would at increments be awarded either special items and/or minute beneficial abilities/buffs. Additionally we could toss around a benefit to those with total months subscribed, and total game hours achieved(which could likely lead to many burned out game systems if implemented!!)

Upon first implementation of the "Hero Class Ability" system, it would create a new menu under "Job Ability" Titled : "Hero Ability".

Initially, the Hero Abilities would/could include the following setup:


____________________________Hero Abilities___________________________


lv1
Veteran
Persistent upon activation (duration)

- Veteran Stat Boost, Similar to a Sphere effect of Stat Gain dependent upon job|class|grouping:

Mages
(WHM/RDM +3-5MND
/BLM/SCH +3-5 INT
SMN/BLU) +3-5 MaB / MDef

Melee
(WAR/MNK +3-5 STR
THF/SAM +3-5 DEX
NIN/DNC) +3-5 AGI

Mixed
(PLD/DRK +3-5 VIT
BST/PUP +3-5 CHR
BRD/COR +3-5 DEF/ATT
DRG/RNG) +1-3 Eva

(Veteran benefit would be granted in "tiers" dependant upon possibly the age of the account, aka first date of subscription, or alternatively via days played or months subscribed)(so what would be sought from above woudl be to have versatile parties to an extent, and matching stats or even offering a "skill boost" for multiple veteran jobs of the same type in 1 party, i.e. 2 veteran DRK's in same party providing +5 drk skill instead of generic vit boost) Additionally these would be persistent buffs and would operate similar to sphere effect for party members say within a 110 yalm area?




lv 25
Emergency SOS
auto-effect based on HP<25% toggle when hp>90%

Provide a random buff or pair of buffs on rare occassion (10% chance upon activation)
varying duration dependant upon buff|hp critical
randomness of buff acquired is static percentile based(with possibility of introduction of gear
maybe synth or auguments or evolith to boost chances)

100% 75% 50% 25% 15% 10% 5% 1% (.01%?) chances

100% random shell or protect (1-5) [50% either\or]
75% Wall (Protect 5 & Shell 5) or Last Haste or Regen 3
50% Chivalry(+att/+mab) or Gallantry (+def/+mdef)
25% nulblaze | nulfrost | nulshock | nultide
15% Overdrive (TP Gain +5?) Spellspring (0 mp cost or special tech cost i.e. dancer steps)
10% Critical HP/MP HP (+50% heal if survive next physical attack that does damage) MP (+50% MP if survive next Magic Attack) or Critical Quick(haste stack cap), crit evasion (+75 eva)
5% Back to Wall/Catnip (+50% crits/50% chance of being crit) or adrenalne(dblatt)/ last stand (dbldef)/ spellbreaker(dblmagic)
1% SOS ???( Increase random stat by 1-999)
.01% TBA

http://finalfantasy.wikia.com/wiki/SOS_Abilities

lv 50
Salve
1 minute cooldown

removes 1 status (in order) [thus if a player is blinded and poisoned, it will attempt the blind]
%= success ratio, possibly gear modifiable if released (augments or evolith's for example)
If none of the below status' are on, it will provide a passive resistance to all 5 for 30 seconds.

Blind50%
Silence30%
Poison20%
Bind15%
curse 5%


lv 75
Focus
Self only
Cooldown 2.5 Minutes
Duration 5 minutes
not buffable if defend is active

Increase + Attack Power 4/ Magic Attack Power 4 or 2/2 combined
job dependant (see earlier groupings of Jobs, the melee/magic/mixed)
stackable x3 (cap is att+12/mab+12 or +6+6)

Defend
Cooldown 2.5 Minutes
Duration 5 minutes
not buffable if focus is active

Increase+ Defense 4? / Magic Defense 4? or 2/2 combined
job dependant (see earlier groupings of Jobs, the melee/magic/mixed)
stackable x3 (cap is def+12/mdef+12 or +6+6)

lv90
Dynamo
10 Minute Cooldown
30 Minute Buff - single target job specific

Produces a dynamic buff that is job dependant, and buffs 1 player [alliance-wide] with respect to their job specialty.


Formula : Buffing Class -> Receiving Class -- {Buff Received}


Black Mage -> Warrior --{Federation} (Boosts Retaliation)
Thief -> Red Mage --{Doing Business} (Boosts Fast Cast)
Monk -> Black mage --{Harmony} (Boosts MaB)
Warrior -> White mage --{Joint Effort} (Boosts Divine Veil)
White Mage -> Thief --{Unity} (Boosts Trick Attack)
Red Mage -> Monk -- {Espirit de Corps} (Boosts Counterstance)

(cycle: Black Mage --Warrior--White Mage--Thief--Red Mage--Monk--Black Mage, repeat)


Ranger -> Paladin --{Confederate} (Boosts Cover)
Samurai -> Dark Knight --{Coadjutant} (Boosts Soul Eater)
Paladin -> Beastmaster --{Combined Effort} (Boosts Reward)
Dark Knight -> Bard --{Interplay} (Boosts Marcato)
Bard -> Ranger --{Banding together} (Boosts Dead Aim)
Beastmaster -> Samurai --{Symbiosis} (Boosts Sengikori)

(cycle Ranger--Paladin--Beastmaster--Samurai--Dark Knight--Bard--Ranger, repeat)


Puppet Master -> Ninja --{Teamwork} (Boosts Futae)
Corsair -> Dragoon --{Partisanship} (Boosts Spirit Link)
Ninja -> Summoner --{Collaboration} (Boosts Mana Cede)
Dragoon -> Blue Mage --{Propitious} (Boosts Efflux)
Summoner -> Corsair --{Union} (Boosts Triple Shot)
Blue Mage -> Puppet Master --{Synergism} (Boosts Cooldown)

(cycle: Puppet Master--Ninja--Summoner--Corsair--Dragoon--Blue Mage--Puppet Master, repeat)


Scholar -> Dancer --{Coaction} (Boosts Occult Acumen)
Dancer -> Scholar --{Reciprocate} (Boosts Presto)

Rune Knight -> Geomancer --{Assistance} (Unknown!)
Geomancer -> Rune Knight --{Cooperation} (Unknown!)


lv99
Ultima

4hr cooldown : AOE/Single Target Non Elemental Dmg (can toggle aoe)


ITS ULTIMA COME ON!!!!!


_________________________________________________________
___________________________________________________________________

Yespa
08-07-2012, 07:19 AM
Quested Job Abilities for level 99 players. Each Job would have the ability to unlock a "Special" Themed Tier of exclusive Job Abilities that are reminiscent of their iconic skills throughout the varying Final Fantasy journey's. A suggestion to prevent excessive overskill, would may be to implement a cap of 3 Exquisite Job Abilities being able to be unlocked to any 1 character, and the ability to reset (wipe) 1 learned grouping per conquest tally. So for example, a player may have quested & unlocked the advanced job ability for Warrior, Samurai and Blue Mage. However, if for whatever reason, the player wanted to activate the unique job abilities for a lv 99 corsair that week, he could use a special NPC to "wipe" out the knowledge of the warrior ability, thus allowing him to quest corsair and then have Cor/Sam/Blu unlocked for 99. However if that player wanted to relearn the War, he would have to wait until conquest tally, and then woudl have to wipe one of the three he currently has available.

As an example, many of these abilities are iconic Job Abilities available in many other Final Fantasy Titles, and of course is open to suggestions, and I leave the suggestions wide open for customization by SE. Only a few of these in the following posts do I make any suggestions on what I would hope for them to provide!


_____________________LV99 Quested Job Abilities________________________

Warrior : Fury -----(first strike +tp engage)blitz

Red Mage : X-Magic ---(explained in detail in the Red Mage Section following this)

Black mage : Counter Magic

White mage : Bless ----- Cup of Life/Pray/Wall/Barrier

Thief : Bandit ----- Caution(counter curse/interrupt)/Sticky Fingers/alert/gillionaire

Monk : Yin Yang --------, Lifefont--------- (critical hp switch)(move-hp up)

Paladin : Arts of War -------(Rend equips/stats), Parry (weapon based boost)

Dark Knight : Dark Artifice ---------- add status, dischord(black shock) darkside,

Beastmaster : Whisperer

Bard : Mimic

Ranger : Concentration ------------ (depro/deshell), ignore eva, +acc, return fire(archer's bane)

Samurai : SoulBind

Ninja : Technique

Dragoon : Holy Stance

Summoner : Zodiac/Aeon

Blue Mage : Lumination

Corsair : Cannoneer ----- Vigilance

Puppet Master : Clockwork

Dancer : Exquisite Dance---------- (pro/shell) blink, sword dance, aoe dark, carnival +10% hp, Dirty +crit+1 regain

Scholar : Speechcraft ----------------- restrict, mana shield,


____________________________________________

Yespa
08-07-2012, 07:19 AM
The following is a condensed wishlist for Red Mage and will continue to grow until areas of un-balance are described to a satisfactory level in the hopes to find and discern areas in which we can further enhance RDm and its abilities solo/party|alliance wide. The recent enfeeble update was welcomed greatly, however there is still much to desire for RDM !



Red Mage: (FYI if nothing else here gets implement but 1 item, please give us TOAD)

Job Ability:
-X-Magic (Dual Cast/quad(mob), Double, Triple Cast(party), Counter) – KI Fast Talker
[DualCast if targeting a non PC, allows choice of 2 spells during target selection, does not cast until both spells are chosen, else if only 1 spell chosen on enemy, then DOUBLE, rare chance 5% or less of dual turning into quadcast]
[TriCast limited to targetable PC's, allows multiplayer cast up to 3 spells]
[Counter is an assigned spell that is implemented every time the user receives a non beneficial action against them. Use or no use MP up for grabs, will last for example 30 seconds or chance of activation dependent upon enhancing magic? needs work to perfect idea!]

-Extend (replace the current planned 2hr please!)- make this a job ability with a 2-3 minute reuse timer, 30 second buff that further enhances the effect/duration of the next spell/spells the player uses buff wise

2hr/3hr/24hr
-Condemn [new 2hr replacement suggestion] if not then [24hr special suggestion]
Upon activation, the player has ~35 seconds to choose/cast 3 of the following spells, and 10 second intervals in-between casting of each, can cast same 3 times or choose 3 different :

(Doom highly resisted spell, however will create a doom countdown that we are all familiar with,
Divine Judgement(aoe damage/heal) Does Light AOE damage and heals those in AOE for balanced %
Recuperate - party wide AOE esuna/hp regen lasts 30secs healing 1 status ailment and hp every 5 secs,
Salienta(Toad) Turns target into a Toad, removing all abilities etc and reducing def/att dramatically,
Still Wing(Stop),
Starfall – light AoE,
Pestilence- (cursega+poisonga),
lv3dark, lv4 graviga, lv5doom, lv?shadow flare )


Spells :

Toad | Imp (Imp if we receive Toad via the above ability, otherwise Toad)
Curse,
Ultima (aoe: non-elemental),
Reflect! (auto-reflects a certain # of spells back to their caster, amount and chance of activation depends upon enhancing skill? - possible shared buff slot with shadows|blink?)
Faith, party|alliance targetable spell boosts +mab +mdef 10 min cd shared w/ brave
Brave, party|alliance targetable spell boosts +att and +def 10min cd shared w/ faith
Vanish, (user is immune to a certain # of landed physical attacks, takes increased magic damage)
Confuse(muddle),
Mini, (target is literally reduced in size, reducing their attack and defense)
Sabre/Temper rehash( Temper low boost, targetable | Sabre, higher boost, self only)
Toxify (aoe poison/inflict disease),
Disable, (disarms target, less or no effect on NMs etc)
Bindga,
Mute (silencga),
Speed/Quick (hastega),
Fog(amnesia),
Sap (-mp damage),
Oil, (triple damage from fire based attacks or at least -fire 50~)
Leap! (+move speed party only targetable, special benefit to DRG)

Yespa
08-07-2012, 07:20 AM
Summoner WISH LIST

Below you will find a variety of designs for an updated, full-on summoner class that is much closer to the summoner class we all know from our journeys throughout the Final Fantasy adventures. Primarily these include two new "tier's" of summonable avatars, called Zodiac & Aeon.

Aeon offers a consistently usable Avatar that replaces the commonly used avatars from the last 10 years. These Aeon's become available at LV99 and are acquired through a variety of quests and/or epic battles.

Zodiac Summons offer a rich level of dynamic solo and more importantly, team/alliance grade collaboration for maximum impact and final fantasy-esque magic. Zodiac Summons will provide Alex/Odin like one-time effects, but with a twist. if the associated zodiacs are summoned along with another zodiac summon from another player, stacks and advanced summons can be achieved!


Summoner


Job Ability





Aeon Tier

(Aeon tier would works as follows: Aeon's would be allowed to replace regular summons for 30 minutes rl time, with a cooldown of 1 hour rl time. Therefor SMN's would be able to utilize legacy summons and aeons split by the hour. Furthermore, Aeon's would operate differently, costing no MP / upkeep, however would have access to a small grouping of abilities, for example 1 new blood pact rage/ward/favor etc, and while the Aeon is engaged the SMN could not /heal.

If the SMN were reduced to below 1% mp, the Aeon would enter passive mode until either dismissed or more MP were gained again through either resting/convert/items/refresh etc. The dismiss button would still work, however the Aeon cooldown still applies and would not be active until 1 hr rl time from last use.

Additionally a small chance when summoning one of these Aeon's, would result in an alternative summon - Mog, Boco the Chocobo or the mysterious Goblin Summon! Each having a very small chance of appearing, would offer the summoner unique abilities for a short period of time, and then resetting the AEON cooldown, thus allowing the avatar to resummon his intended Aeon.)



No Element -- Cait Sith ( I understand we are going to receive Cait soon!)
Fire -- Phoenix http://finalfantasy.wikia.com/wiki/Phoenix_%28Summon%29
Ice -- Tritoch http://finalfantasy.wikia.com/wiki/Valigarmanda
Air -- Valefor http://finalfantasy.wikia.com/wiki/Valefor_%28Summon%29
Earth -- Yojimbo/Gilgamesh http://finalfantasy.wikia.com/wiki/Yojimbo_%28Summon%29 also http://finalfantasy.wikia.com/wiki/Gilgamesh
Thunder -- Ixion http://finalfantasy.wikia.com/wiki/Ixion
Water -- Bismarck http://finalfantasy.wikia.com/wiki/Bismarck
Light -- Sylph http://finalfantasy.wikia.com/wiki/Sylph
Dark -- Kirin http://finalfantasy.wikia.com/wiki/Kirin_%28Summon%29

( Special - {Mog / Boko Choco / Goblin})

http://finalfantasy.wikia.com/wiki/Moogle_%28Summon%29
http://finalfantasy.wikia.com/wiki/Choco/Mog
http://finalfantasy.wikia.com/wiki/Goblin
___

Zodiac Tier 1


Light -- Maduin http://finalfantasy.wikia.com/wiki/Maduin
Light --Seraph http://finalfantasy.wikia.com/wiki/Seraph
Dark -- Atomos http://finalfantasy.neoseeker.com/wiki/Atomos
Dark -- Doomtrain http://finalfantasy.wikia.com/wiki/Doomtrain
All -- Omega http://finalfantasy.wikia.com/wiki/Omega_%28Enemy%29
None --Crusader http://finalfantasy.wikia.com/wiki/Crusader_%28Summon%29
Fire -- Ragnarok http://finalfantasy.wikia.com/wiki/Ragnarok_%28Summon%29
Ice -- Tonberry http://finalfantasy.wikia.com/wiki/Tonberry
Wind -- Siren http://finalfantasy.wikia.com/wiki/Siren_%28Summon%29
Earth -- Cactuar http://finalfantasy.wikia.com/wiki/Cactuar
Thndr-- Syldra http://finalfantasy.wikia.com/wiki/Syldra
Water-- Famfrit http://finalfantasy.wikia.com/wiki/Famfrit

Zodiac Tier 2

Light -- Eden http://finalfantasy.wikia.com/wiki/Eden_%28Summon%29
Dark -- Magus Sisters {delta strike} http://finalfantasy.wikia.com/wiki/Magus_Sisters
None --Pandemona http://finalfantasy.wikia.com/wiki/Pandemona
All -- Neo Bahamut http://finalfantasy.wikia.com/wiki/Bahamut


Zodiac Tier 3

None -- Exodus http://finalfantasy.wikia.com/wiki/Exodus
All -- Zodiark http://finalfantasy.wikia.com/wiki/Zodiark


Zodiac Tier 4

None? -- Ultima Weapon http://finalfantasy.wikia.com/wiki/Ultima_Weapon_%28Creature%29


(Now the way Zodiacs would work, is first, the top tier of the twelve would need to be obtained. After doing so, solo or teams of Summoners could attempt to unlock the tier 2 Zodiac and if conditions are met, the Zodiac Avatar would be achieved. However this is not enough to summon the tier 2. the tier's require a combination of the tier 1 Zodiacs to be summoned in proximity of one another to be formed and summoned! This would then also detail through tier 2 to tier 3, and finally tier 4, the ultimate summon)

The Tier Rank Process would be as follows:
(Each summon if not chained into a higher tier would shoot off it's respective Avatar Ability at 15 seconds after appearing, and as each additional fellow Zodiac appears, would put off its ability for 5 seconds, growing in power, or dissipating as the next tier appears, examples to follow)


Omega + Ragnarok + Siren = Neo Bahamut

Famfrit + Maduin + Cactuar = Eden

Atomos + Syldra + Tonberry = Magus Sisters

Crusader + Seraph + Doomtrain = Pandemona

Then,

Neo Bahamut + Eden = Zodiark

Magus Sisters + Pandemona = Exodus

Then,

Zodiark + Exodus = Ultima Weapon


Now of course these would be rather difficult to obtain, and even more so, difficult to wield in combat, requiring multiple summoners within a short window to coordinate summons to climb the tiers, ultimately requiring 12 summoners in an alliance to achieve Ultima. The Tiers could be released with some highly intricate story lines, much of which can already be tied into the current themes present, including heaven. hell and in-between.

In addition each of the four tier 2's could be introduced quarterly over the course of a year, and defined seasonly. as well as the tier 3 and finally tier 4, ultima Weapon (Final Form).






_______________________________________________

In addition to avatar increase there are a plethora of Summoner needs/wants/wishlists out there. The following links provide some useful insights:

http://forum.square-enix.com/ffxi/threads/26154-Blood-Pact-Enhancement-Stats-Explained/page2

http://forum.square-enix.com/ffxi/threads/20628-Request-Update-Summoner-Bloodpacts-To-be-more-useful-at-this-new-cap

Meyi
08-07-2012, 09:17 AM
No thanks to all of this except potentially having quested job abilities.

Yespa
08-07-2012, 02:51 PM
No thanks to all of this except potentially having quested job abilities.

Quested Job Abilities would be wonderful. However the rest of your posting is not much more than trolling, considering I had only filled in two of the pages partially when you posted. Please refrain from dissonance and trolling, constructively or elsewise. Thanks,

Yespa

Mifaco
08-07-2012, 03:00 PM
>implying anyone is going to read all of that

Meyi
08-07-2012, 03:39 PM
Quested Job Abilities would be wonderful. However the rest of your posting is not much more than trolling, considering I had only filled in two of the pages partially when you posted. Please refrain from dissonance and trolling, constructively or elsewise. Thanks,

Yespa

No actually, you had up to the JP translation. I waited. Looks like you've changed those out, but I had assumed "JP translation" had meant all of what you posted being translated into Japanese, and thus was the end.

I still don't like it.

Demon6324236
08-07-2012, 03:48 PM
Not that your ideas are bad, but way~ to many things, my eyes hurt after the 1st 2 posts, I cant keep goin with that, sorry. Seems like the amount of things your talking about however would be far to great for SE to consider it just because of the sheer size of the amount of work that would need be put in to implement all of the new features. Some I could see working but still, its SE were talking about, the chances of much let alone all of this reaching the devs seems very unlikely.

Yespa
08-07-2012, 03:50 PM
Have a nice night, it wasn't written to cater to your likes, hope everyone who ganders upon it takes some of it in, and checks out the other Avatars we've had in other games!


:D

:cool:

Yespa
08-07-2012, 03:51 PM
Not that your ideas are bad, but way~ to many things, my eyes hurt after the 1st 2 posts, I cant keep goin with that, sorry. Seems like the amount of things your talking about however would be far to great for SE to consider it just because of the sheer size of the amount of work that would need be put in to implement all of the new features. Some I could see working but still, its SE were talking about, the chances of much let alone all of this reaching the devs seems very unlikely.


Thanks bro, good to see you checking it out over here, yea it is quite a lot of ideas to put down, but hopefully if even one gets through, it was all worth it!!!

Teraniku
08-07-2012, 05:05 PM
See most people have really interesting ideas, and you definitely put in a lot of thought to yours, but the main thing everyone usually fails to get is / are the idea(s) doable with the current Engine tech.

-The Summoner stuff while it could be cool having another tier, by being able to summon Aeons, your just adding abilities and ideas that could be added to the regular Avatars. Tiering your Avatars , again while could be interesting, your adding a lot of undo time casting the upgrades for just an overpowered ability that would be nerfed into oblivion for balance's sake. Take a look at the Original Astral Flow abilities. Just by Adjusting those to have more pop at level 99, it would open up a bit more decision making instead of Astral Flow -> Perfect Defense all the time. The new SMN Chainspell 2-Hour ability coming will help out a lot.

-To reiterate. Most of what you'd like to see for SMN is way too complicated for the player base (Though interesting) and some of it might not be able to be done due to current game enigine limitations.

Yespa
08-07-2012, 08:50 PM
Thanks mate. Indeed it seems overly complicated, but considerations into the current and future game mechanic able/capability were taken into consideration. Indeed at times some of it may be overcomplicated for the casual player, however it would definitely add a much needed refresher to the summoner job. Especially considering the monotonous usage of the same avatars for the last decade (or less since release), and by adding in at least a few new avatars, which they are already doing (Cait Sith & Atomos coming soon, with bahamut ideas officially on the drawing board) figured is a good time as any to make suggestions with the new Producer on boards ^^

Am definitely looking forward to the new 2hr for SMN and hope attention is given to RDM above and beyond recent enfeeble update! The overall idea is to add a broader range of final fantasy-esque content to the game, livening it up a bit, and pulling alot of stuff out of the dark ages, limited by game capabilities of course.

Thanks :)

Tsukino_Kaji
08-08-2012, 04:02 AM
>implying anyone is going to read all of thatSomeone did, they didn't get a choise in the matter. They're being paid to.

Yespa
08-12-2012, 12:31 AM
Updating proposed Quested Job Abilities

Luvbunny
08-12-2012, 03:11 AM
I would simplify these ideas. Complication is never a good thing, for the player base and for the developers. I understand you want to be thorough and everything, but you should really make it easier to understand and straight to the point. I would imagine all these wall of texts would be a slog for even the developers to read it. All in all, I am very for the upgrade for SMNs :)