View Full Version : Let Producer Matsui Know How He Should Catch Up on 2 Years!
Trisscar
08-17-2012, 04:32 PM
You can still have capped content be fun (for low level people as well).
I wouldn't have called ye olde style CoP 'fun' back when I completed it, which I did via shouting for PuGs. It probably took me about two years to complete and made me broke by the end. But I don't resent the people doing it now, instead I encourage them so they don't get bored and lose interest.
BCNMs are a form of this.
I'm not sure I'd call BCNM fun, either. I've never done ENM (which still have caps, by the way), so I can't really comment on those.
Better rewards for doing CoP would have helped your friend back then amass a party.
And once everyone else gotten those rewards, what's to entice them to help those doing it now? Face it, lifting the caps was the only way. Why else do you think no one does any of the BCNM except maybe one or two of them? How come absolutely no one does ENM any more?
Prrsha
08-17-2012, 04:32 PM
well im going to start separating the ideias from here: http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years%21?p=353272&viewfull=1#post353272
in order to know whats good and whats bad.
1- Re add level cap to missions but make a questable item that can lift the cap(this quest could be done by high level players but not for low level ones), reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.
An excellent idea! Best one to date.
Smokenttp
08-17-2012, 04:32 PM
5- enmity system needs some atention to make tanks relevant again, i guess nothing more needs to be said about that one
Smokenttp
08-17-2012, 04:33 PM
6- re evaluate the following jobs taking in consideration low and mid level play as well (abilities that make a turning point in the job role should be put in these levels think of it like the diference curing waltz make to dnc or how bludgeon affects blue mage):
DRK-(either make its magic more potent or abandon it for melee damage dealing, one way to make its magic relevant is allowing its elemental magic to participate in skill chains (i know scholar got this but it just makes more sense on drk)
THF-(needs to be able to either deal more damage or become a true tank job)
SMN-(altough on high levels its not an issue anymore on lower and mid levels perpetuation costs are still troblesome i would like some abilities to help on this , as well as a bit more control on spirits and buffs to both its blood pacts wards effects and rage damage)
NIN-( needs more tools of enmity control)
RDM-(needs a buff in enfeenbling magic area making possible to stick debuffs on nms is a good start but it also needs some exclusive debuffs as well)
DRG-(wyvern needs to last longer/be called more frequently)
Smokenttp
08-17-2012, 04:34 PM
7- make shield usefull on jobs outside PLD (this would defenetly help bringing more situational tanks to the game )
Smokenttp
08-17-2012, 04:34 PM
8- make assault minimum entrace 1 player (for higher level player , can be a quested thing) and maybe allow more tags to be holden
Smokenttp
08-17-2012, 04:35 PM
9- less luck based events and more effort based ones
Smokenttp
08-17-2012, 04:35 PM
personal requests
1- more inventory space
2- more macro lines or ways to equip all my gear easily
3- show the recast time of ja/ duration of buffs in the screen
4- show party/alliance members tp
5- give more attention to the comunity ideias even if they sometimes are not possible at least an more elaborated anwser on why it isnt should seattle the things down ( you dont need to fully explain on why sistem-wise an ideia is not possible or if its a metter of time/lack of avaliable people to work on it , but if thats the reason give at least a little feedback to us and in some cases ask us if we want you to change focus on some development areas to other that we might think that are more urgent, i mean most people gets angry when devs sundenly decides that adding song bells is more important to fix then a major flaw in the game system)
Smokenttp
08-17-2012, 04:39 PM
and a new one to finish make more 99 versions "old battlefields " i would love to see lvl 99 sky with powered up sky gear(exemple you fight lvl 75 genbu and get apop item to lvl 99 genbu with lvl 99 version of its drops), do these for wyverns , toau kings, znm etc, and also to low level events like garrison,eco warrior. make then relevant again
Trisscar
08-17-2012, 04:41 PM
1- Re add level cap to missions but make a questable item that can lift the cap(this quest could be done by high level players but not for low level ones), reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.
I'm sorry but I can't support this. Consider this: You have the option to enter Assualts under cap. No one uses it. Ever.
Also, at what point can a person quest to lift the cap again? Right away? Towards the middle of CoP? After the last cap portion?
Smokenttp
08-17-2012, 04:46 PM
I'm sorry but I can't support this. Consider this: You have the option to enter Assualts under cap. No one uses it. Ever.
Also, at what point can a person quest to lift the cap again? Right away? Towards the middle of CoP? After the last cap portion?
i was thinking about kinda right away, you would need to make a quest in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)
Trisscar
08-17-2012, 04:47 PM
i was thinking about kinda right away, you would need to make a quest in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)
Yeah. That wouldn't work.
Nice try any way.
Trisscar
08-17-2012, 04:54 PM
Why odd? It sounded like a great idea, you definitly have my "like" on this one, I just wonder how they can implement it lvl wise. Would this be RSE for higher lvls (where I see a big problem with AF3, or is this more some kind of gear thats slightly better then pearl/azure/aurore that you can use before you obtain AF3+1) or more for lower lvls like maybe an addition to the RSE lvl62 where we only have feet and hands... maybe expand it for body and legs too maybe head. after all people have been complaining that its hard obtaining gear for the pre 75 lvls a couple of race specific allround pieces could solve this problem.... the added quests by implementing new RSE would be nice too.
But as always the stats should be worth the trouble of putting time in obtaining them.
I always thought it odd the level 62 RSE only had hands/feet. They should finish those sets, then add a fourth one that trumps the gear that you buy with cruor. Make it quested in Adoulin by an involved quest, ala Artifact quests or maybe the teleport scroll quests.
Also add hair pins (like emperor pins) to all existing RSE sets.
Smokenttp
08-17-2012, 04:55 PM
Yeah. That wouldn't work.
Nice try any way.
yeah i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.
Snoni
08-17-2012, 04:56 PM
Just two things I would to see in the future.
I would like a revival or revision to the current Ballista and Brenner. Traffic to these areas have been dead since pre-Abyssea. Although majority of the players here dislike PvP, offer some rewards that are only exclusively obtained through PvP such as augments, items and gear to be on par with the rest of the activities held in FFXI; just to bring them back. I've noticed when ballista was active, only jobs at 60+ were the ones that usually filled the battle fields. we could do away with lower level caps. We could revive PvP in to something that is more familiar with the crowd, such as Capture the Flag, Conquest, Defenders and Attackers for example. Lots of online gaming and first person shooters have these types of game play which if we do use them, does not infringe of their copyright since these types have been in gaming for many years.
I was quite sad since Ballista died out when Wings of the Goddess came out. An MMORPG should have an endless variety of activities to keep players from getting bored. We have too many excess of Players Vs Monsters activities (Abyssea, CoP, endgame, etc. and only four forms of Player vs. Player. (Ballista, Brenner, Chocobo racing and Dice game.)
My second issue I would like to touch upon is the Gambling system. It is evident in FFXI that we have a Gambling system, Dice tables and Chocobo Circuit. Traffic to these have been dead since it came out. We should have a house in which like a real Gambling system has its advantage and we, the players would like give a chance to win big. As evident with the NPCs in the Chocobo Circuit placing bets to change the odds, not enough players or bets are there to give a chance that it is anyone's game. Gambling is a past time for players to win big or go home with nothing. Most SE games contain a casino, DragonQuest Series, FFVII. There is a choice in what we use for bets: Gil or a point system. Gil for the big risk takers and point system for those who would play for fun or try to earn that big teddy bear in a glass case or a rare weapon, gear, etc.
Trisscar
08-17-2012, 04:59 PM
Gil for the big risk takers and point system for those who would play for fun or try to earn that big teddy bear in a glass case or a rare weapon, gear, etc.
The HNM, Dark Lord, Ark Angel statues, if added, would encourage me to start gambling.
Skinner
08-17-2012, 05:20 PM
Due to not being within the first few pages, i doubt this will spark many likes. I shall share my opinion in the politest way possible.
I'd like YOU to understand that this forum, more specifically this thread; is going to include a vast amount of suggestions that are going to 'make easier' what we already currently have. For example: "Lower requirements for 'this and that'". These posts in particular will obtain a vast amount of 'likes' - something you said you'd take into consideration when viewing replies. In my opinion it is due to the type of players which are active on this website. I kindly ask, if you do look towards 'making something easier', please take time in consulting the census your team creates for us to feast our eyes on every year. This should indicate proportions, rations, figures; of which you can make judgement if they're
'easy' or not.
This website was launched late into the game. Due to this i feel i'm right in saying the population that actively use this website are a fairly newer generation of players. The Forum, most importantly from what i can tell, was designed to locate feedback from the wonderful players. Whilst it has been a brilliant success, it has also had a downside. A downside where the suggestions had a negative impact on the way the game was. I mean this in the sense, too many of the newer players would complain such and such was too taxing. Thus they would post their complaints - whilst players who had struggled through with a wild sense of acchievement questioned 'Why make it easier?'. -Most- of the game now has lost any sense of acchievement. I believe this forum to be a small reason as to why - but that's just my opinion.
So please, i ask you take great care in interpreting what is suggested throughout this forum. As i'm sure you will. In some ways i understand your team is not as big anymore - it needs the players to spark ideas for you, and i appreciate that! I guess i just miss some bits of what we had before, that's all.
Moving on! I think the greatest thing that you could acchieve with the new expansion or in the near future is reworking the current Enmity system. I'm aware of it being suggested already. But one thing i miss is the neccessity of is a 'tank'. Fights which require them and also require a strategy above a 'zerg' to kill. I miss that, and so do others!
Thanks,
Skinner.
Prrsha
08-17-2012, 05:26 PM
yeah i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.
EXACTALY! We would like option to do it the hard way, not force casual players to do. Just give a bigger reward doing it the more difficult way. The rewards should be based on skill not luck.
Due to not being within the first few pages, i doubt this will spark many likes. I shall share my opinion in the politest way possible.
I'd like YOU to understand that this forum, more specifically this thread; is going to include a vast amount of suggestions that are going to 'make easier' what we already currently have. For example: "Lower requirements for 'this and that'". These posts in particular will obtain a vast amount of 'likes' - something you said you'd take into consideration when viewing replies. In my opinion it is due to the type of players which are active on this website. I kindly ask, if you do look towards 'making something easier', please take time in consulting the census your team creates for us to feast our eyes on every year. This should indicate proportions, rations, figures; of which you can make judgement if they're
'easy' or not.
This website was launched late into the game. Due to this i feel i'm right in saying the population that actively use this website are a fairly newer generation of players. The Forum, most importantly from what i can tell, was designed to locate feedback from the wonderful players. Whilst it has been a brilliant success, it has also had a downside. A downside where the suggestions had a negative impact on the way the game was. I mean this in the sense, too many of the newer players would complain such and such was too taxing. Thus they would post their complaints - whilst players who had struggled through with a wild sense of acchievement questioned 'Why make it easier?'. -Most- of the game now has lost any sense of acchievement. I believe this forum to be a small reason as to why - but that's just my opinion.
So please, i ask you take great care in interpreting what is suggested throughout this forum. As i'm sure you will. In some ways i understand your team is not as big anymore - it needs the players to spark ideas for you, and i appreciate that! I guess i just miss some bits of what we had before, that's all.
Moving on! I think the greatest thing that you could acchieve with the new expansion or in the near future is reworking the current Enmity system. I'm aware of it being suggested already. But one thing i miss is the neccessity of is a 'tank'. Fights which require them and also require a strategy above a 'zerg' to kill. I miss that, and so do others!
Thanks,
Skinner.
Well summed up. It's what I was aiming for in my comment but you do it better justice.
Cordareo
08-17-2012, 05:31 PM
WARNING!! Incoming Wall of Text! Turn back now!!
I would love to see Mage food. Right now a Melee job can get huge attack boosts and even strength on their food that put them in a whole new tier just from a piece of food, but the best a mage can get is some MND or INT and a handful of MP. I would love to see food with greater amounts of MP recovered while healing, Refresh +1, Magic attack bonus, magic critical hit rate, cure potency, group food effect of cure effect received, fast cast, etc.
Example Food:
Fast Cast +2
Cure Potency +2
MND +5
MP Recovered while Healing +10
I would love to see new more unique food buffs for melee also. Maybe some foods that include Double attack, Triple attack, critical hit rate, save tp, regain, physical and/or magical damage taken -%, cure effect received, etc.
Example Food:
Regain +1
Attk/R.Attk +20% (Cap 50)
Acc/R.Acc +10% (Cap 25)
Lasts 5 minutes
Food designed for many types of situations such as for fights that require less people to be hitting the boss.
I'd love to see a lot more things stack to 99 or even stack at all.
Some Examples:
San d'orian Flour (Stack to 12)
Ores (Stack to 12)
Empyrean items such as Glavoid shells stack to 99
Voidwatch Cells (I'll be doing the fights enough times I think X99 is fair)
Flint stones (Stack to 99)
Update medicine recipes and availability please. I would LOVE to carry around all kinds of medicine to increase my efficiency as a player and help alleviate a lot of inventory issues. My biggest concerns as a White mage is maintaining haste, cures and removal of status effects and in large events where everyone is stretched thin and spread out I would love for medicine to be a great way for the Front line jobs to help out healers to free us up to use more enhancing magics such as Boost spells and Haste more readily.
Examples:
Echo Drops (Stack to 99 and Update Recipe to X11, X22, X33 results)
Remedy (Stack to 99) and/or Remedy ointment X99 (Update Recipe to X11/22/33)
Antidotes, Eye Drops, Holy Water X99.
Please increase prices on NPC medicines to create more market for alchemists from any level (don't bother doing so if you don't adjust stack amounts though). If you alleviate some of the recipe on items such as remedy ointment just a little by increasing synthesis results and increasing NPC prices you can give more alchemists something to do with their craft.
Create more consumables for other crafts, such as items that create protect effect, shell effect and other alternatives to some of the common basic necessities. I'd love to have the ability to carry around enhancing magic for use on the go for events like Dynamis where I'm without a dedicated mage to use such spells.
Example:
Leathercraft
Reinforcement Leather, creates a protect effect on user when used. Lasts 30 minutes.
Hardened Leather, creates a protect II effect on user when used. Lasts 30 Minutes.
Goldsmithing
Polished Mirror, creates a shell effect on user when used. Lasts 30 minutes.
Gleaming Mirror, creates a shell II effect on user when used. Lasts 30 minutes.
Alchemy
Astral Barrier, creates a protect and shell and phalanx effect (5 dmg reduced). Lasts 15 minutes.
Bonecraft
Spike Strip, reflects a small portion of damage back at your attacker (deals 3-5% damage) lasts for 5 minutes or until 1000 damage is dealt.
Please make the 100+ level synths for all crafts materials easier to obtain. I don't want the market to be flooded with the items, but the rate a lot of the items appear literally make it impossible to level the craft or even create -1 Hexed gear for a vast majority. For cooks it's super easy to get 110 and it's quite imbalanced compared to the other crafts.
Shaper's Shawl is obtained in a very poor fashion that limits it in ways that are not only frustrating to all crafters, but counter productive to your own efforts to fight RMT and Third party programs. I understand you don't want the item to be easy to obtain, but you aren't making it difficult you are just feeding RMT, botters and very few legitimate fishermen. I'd suggest adding an alternative method to obtain the item that is no less difficult, but opens it to any crafter to obtain instead of JUST fishing. It would have been nice to see Shaper's shawl be purchasable with Guild points or questable by crafting a series of HQ synth items and turn them in (stuff with low chance to HQ with moderately difficult to obtain materials) or making it a synergy recipe like crafting stalls and you get the items to craft it from a non repeatable quest (ala Sleepga II fashion as such a series of moderately difficult quests), instead of simply leaving it to fish botters to sit for hours a day fishing up Cave Cherax, then Matsya's and selling them for over 1,000,000g each literally doing 0 work whatsoever, but clicking a button that says "Fish!" and walking away from their computer. I'm sure it's a sore subject because of the negative feedback, but I hope you'll give it more consideration.
I love the change music options for Moblin Maze Mongers, if it isn't too much effort, would it be possible to extend that to your own Mog house? Would it be possible to create furniture that changes your mog house music as long as it's in your lay out?
Anyways Thank you very much for reading my feedback and I hope that my post was clear enough and non intrusive to the development team, Producer Akihiko Matsui and my fellow players.
Thanks for reading.
Keinn
08-17-2012, 06:18 PM
yeah i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.
All my jobs are 99, so I created a mule to level from the beginning and experience the new FFXI from scratch. The uncapped COP is an interesting and rewarding challenge for new low level players to try to solo through, providing they try to go at an optimal level instead of plowing through only after hitting 99. It feels something like you are playing a real Final Fantasy.
It would be sad to see the option to play through the CoP story this way disappear..
SpankWustler
08-17-2012, 06:36 PM
I figured Byrth or some other career Dancer would write the game-feedback equivalent of a doctoral dissertation regarding Job Ability Delay and the sucking thereof, but I've missed that if it happened. So, it's time for me wake up still drunk and scrawl "Job Ability Delay gives me sadz! P.S. i liek butts." on the wall in store-brand ketchup!
Here goes nothing:
"Job Ability Delay" refers to the delay inflicted by using a job ability. To be specific, this is one second of inability to do anything, then one more second of not auto-attacking. The former isn't the issue so much as the latter.
This is an issue because it is actually very easy to have an auto-attack delay only slightly above two seconds, and because it is very possible to have an auto-attack delay lower than two seconds. Fortunately, most Job Abilities have a relatively large benefit and a relatively long recast, making them worthwhile even if they interfere greatly with a single auto-attack round.
The real problem arises when certain jobs must use Job Abilities over and over for forever and ever. Job Ability Delay is very detrimental to the auto-attack rate of jobs that use Job Abilities frequently such as Dancer and Puppetmaster. It may have a similar effect on Rune Fencer, if the currently planned recast of the rune abilities is any indication of how often they will be used.
No job that used Job Abilities almost constantly existed at the time FFXI's core stuffs were made, and delay reduction was far less common at that time as well, so it's not hard to imagine how this issue could unintentionally arise.
If it is not possible to eliminate Job Ability Delay, please address it in some way that is possible.
P. S. I like butts. Big butts. I have included this information because I will not lie about my fondness towards big butts.
Chopski
08-17-2012, 07:34 PM
Couldn't see this mentioned, but it probably has. Let us enter nyzul isle solo please!
Doombringer
08-17-2012, 07:37 PM
FIRST) please remove luck as a system whenever possible.
we have 2 recent examples of polar opposites so far as luck is concerned. abyssea VS. voidwatch.
abyssea didn't rely very much on luck. even for high end gear. if you wanted an emp weapon you may very well need hundreds of kills of assorted nms, to build the pops for the big guys and then killing the big guys themselves. but players of all varying levels of commitment and ability happily ground away at it. because every successful kill brought them closer to their goal. glavoid was a pain, but the game never gave you the middle finger and had him NOT drop glavoid shells.
it was my experience that people LIKED abyssea.
in contrast, voidwatch relies HUGELY on luck. we've all heard the horror stories. i PERSONALLY know a guy who got aces mail on his FIRST run. (i believe it was his 6th fight) yet i know another guy who was 0 for about 500 on mekira meikogai when he quit. and it's not like he was "almost there" at that 500 mark. random chance doesn't CARE how many times you've done this before, you still get the same terrible drop rate every time... and that's the problem with drop rates.
it was my experience that people DISLIKED voidwatch
if you want something to require an average of 100 kills... don't give it a 1% drop rate... make it require 100 of an item that drops at a 100% rate. we don't expect free candy, we just want to be rewarded for effort EVENTUALLY, and drop rates have the potential of NEVER rewarding the players efforts.
SECOND) i like lower player count content.
it's just easier to get 2 or 3 or even 6 people on at the same time to work together than it is to get 18. not to mention that when you have to run an alliance there's always that one asshole who gets lost, and that other guy who forgot a cutscene, and that other guy who thinks someone else should be responsible for HIS sneak/invis... so your alliance ends up having to fight every fucking mob between jeuno and wherever the thing you're doing is...
yah... lowman is the way to go.
THIRD) something needs to be done about enmity, but more-so than that even, something needs to be done about powerful AOE spam.
it sucks that a paladin can't really hold hate. it sucks even worse that even if the paladin DID hold hate, the mob would be tearing his group apart with AOE abilities anyway. either you need to scale back the use of these AOEs, or add some way for a tank job to mitigate the damage those aoe attacks deal to the people he's supposed to be protecting.
and please please PLEASE nobody reply with "a smart DD will hold back and not pull hate" if the DD is holding back to not pull hate, why bring him? why not bring ALL paladins to every fight, since nobody can do more damage than a paladin anyway?
i'm not saying make paladins, ninjas, and eventually rune fencers top end DDs, just make damage count for less in the enmity system, and or give the intended tank jobs more ways to build enmity.
it would likely require a handful of different approaches in tandem. tweaks to enmity generation and loss, along with changes to specific abilities or job traits, but the current enmity system retards gameplay. it's basically all zerging. if the mob has amazing offensive abilities that need countering.. nobodies answer is "get a tank" because a tank wouldn't work anyway... the answer is to use perfect defense and zerg it HARDER.
FINALLY) on a more personal note. i like red mages, so yah.. red mage stuff.. just overpower the shit out of it, please and thankyou. :cool:
A lot of great suggestions in this thread, I read a lot, but not all. I didn't see anyone mention this, so I will suggest it:
I would like to see an expansion to the Linkshell management system in-game. It would be nice to have some functions giving the linkshell leaders new capabilities.
Some ideas: The ability to break pearls of offline members and promote/demote offline members(sack/pearl). The ability to see linkshell logs further than what is in the chat window. This should include notifications of members having their pearls broken by sackholders, or when a sackholder gives a pearl out to someone new. Another idea: grant shell holders the ability to create co-shellholders, or possibly add another tier between sackholder and shell holder. Integrating this functionality into the linkshell community site would be fantastic as well!
Thank you for taking the time to read our posts.
Almalieque
08-17-2012, 08:25 PM
I'm kind of disappointed that no one liked the "6 man party dungeon" idea. I figured that would be an excellent way to provide players to XP the way that they want to XP without being pigeon holed into a certain job or playing style in order to maximize XP. I would like to see a better alternative if the idea that I provided isn't feasible or good.
Creelo
08-17-2012, 10:07 PM
~BARD~
--Where is Massacre Elegy?
This was mentioned a loooong time ago and the devs said they wanted to implement it. So where is it? :(
--A third tier of March?
In dat mining, a third tier March animation seems to have been found. What are the plans for it?
--More DD Gear for Brd!!
Please keep Brd in mind for some of the DD armor gear sets. Long ago at the 75 cap, Brd actually was added to certain high level DD gear sets (Sky Gear, Hecatomb Abj set), but now it hasn't been added to any R/Ex DD gear set ever since the lvl cap was lifted.
So please throw DD Brd's a bone and allow Brd to use some of the future R/Ex DD gear! (I'm sure some Rdm's wouldn't mind this as well)
Trisscar
08-17-2012, 10:12 PM
EXACTALY! We would like option to do it the hard way, not force casual players to do.
No one does Assualts under cap (an option that already exists), so why should Square implement this idea to CoP when no one is going to use it?
Just give a bigger reward doing it the more difficult way.
And once everyone gets those rewards, how are you going to entice people to help people to do this in the future? Add even bigger and better rewards again?
This is the second time in this thread alone I brought this point up with you. I would like to see you address it.
Caketime
08-17-2012, 10:32 PM
Dear Mr. Producer,
Beastmaster is in need of some TLC, and it feels like each update does the opposite of addressing the issues we continue to discuss on the BST forum. For example, the proposed new ability for our job goes against the mechanics of how our job plays. We do not want to eat our pets, they are our companions in battle and are the sole reason for our survival. The foundation of our defense, even. The new ability isn't defensive at all in nature as it kills our #1 defense to give us some HP and Stoneskin, which is not a desirable trade-off. It seems to be more of an Oops button than anything else, assuming the player has screwed up and must retreat to try a new strategy.
It was mentioned not long ago that the dev team was going to make BST more party oriented, probably right around the time Ready was introduced, but the job is still anything but party oriented or group friendly. In fact people treat us with contempt more often than not just because we're near them in the field, assuming that we're there to ruin their afternoon. At this point I think the problem with BST is not the job itself, but the community's assumptions that it's a job for poorly behaved gingers and jerks with nothing better to do than ruin someone else's fun. I personally would like to see more party oriented Ready moves, ones that can be aimed at party members and are not direct damage TP moves. Currently, nearly all of our Ready moves are exactly that with little variation. Wild Carrot, Fantod and Harden Shell are steps in the right direction.
Lastly, I would like to zone with my jug pet. Summoners and Pupppetmasters may zone with their pets, but we are forced to rely on our Call Beast timer. Some feel that it is the fault of the individual Beastmaster for using a jug and then zoning to another area, but sometimes that's what we're forced to do, like if you're doing VNM trials. The NM spawns and gets killed, and we have to move to a new area to spawn it again, which costs us a pet each time. I understand that Pets are consumable tools like bullets or Shihei, but no other tools in the game are restricted in so many ways.
Thanks for reading.
Mirabelle
08-17-2012, 10:33 PM
I don't know if its been said yet )a lot of posts in this thread)
Add a {Do Not Like} button to the forums. That might help get a better picture of what the players really want. Two posts with 15 Likes may not tell the true story. Throw a {Do Not Like} button and you may see two posts with 15 Likes but one has 3 Do Not Likes and the other has 300.
Enochroot
08-17-2012, 11:13 PM
I will echo what someone said on one of the first pages of this thread, but go one further: to catch up - simply play the game for yourself. Moreover, play it on every platform to get a real feel for the differences. Even more so, try to break things and cheat - see the game from the perspective of those who feel they need to use third party tools to enhance their experience of Vana'diel. Try to experience the game from the perspective of everyone who plays to give context to the rest of the suggestions in this thread.
Make yourself multiple characters - some just starting out, some with middling gear and limited access to areas, and some with all the latest and greatest. Try them all out on the different platforms.
Take the time to experience the lesser-used systems of the game to see what can be revamped. Raise a chocobo and race it. Do some MMM. Build an evolith weapon. Try to get a group of strangers together to do an Eco-warrior quest - go on, I dare you.
Goliathreborn
08-17-2012, 11:37 PM
The main improvement I want to see realized is a 100% drop rate on linen pouches of the 4 Salvage bosses.
I have done nearly 300 salvage runs and in those 300 runs I have had 11 linen pouches to drop. 11. 11/300. That is 0.3% drop rate. Abysmal, completely not worth the effort of wasting your time on the last boss since we have all the 25 gear it holds.
This was with TH10+. There was always a THF present.
Make it 100%, if not that 50% or 25%. Anything higher then 0.3%
This is not just important for the mythic weapon builder, but also a very good incentive for players to farm salvage and sell the alexandrites. It will allow for more alexandrites to become available, adding more supply for the high demand and lower the price for these green rocks.
What is the worst that could happen? God forbid mythic weapons could be finished in half the time as they are now. Which for me has been a 1.5 year journey to finally be able to even see the light at the end of the tunnel.
I have nearly every step completed for my Yagrush. I have the 3 ZNM items. I have redone the 50 assault quests. I am almost finished with Einherjar and Nyzul Isle. But still lack a considerable amount of alexandrites to finish.
A higher drop rate for the linen pouches would be a god send for me. Don't make me struggle for another year before I am able to wield this mythic club.
Shoko
08-18-2012, 12:05 AM
Make it so that we can peer through the FoV and GoV boxes and also destroy them.
Nothing more annoying than having a ton of brown boxes with absolute junk in them.
Llama
08-18-2012, 12:20 AM
being able to teleport/warp to the location of other Gov/Fov book's location useing points.
Instead of making abyssea 65+ (which should of happened when it launched) Increase xp gained outside of abyssea,
Byrth
08-18-2012, 12:24 AM
I have done nearly 300 salvage runs and in those 300 runs I have had 11 linen pouches to drop. 11. 11/300. That is 0.3% drop rate. Abysmal, completely not worth the effort of wasting your time on the last boss since we have all the 25 gear it holds.
This was with TH10+. There was always a THF present.
LBC: 41/157
LAC: 70/267
Armored: 59/198
Battleclad: 33/113
203/735 = ~27% drop rate
I don't know what you're doing wrong, but your experiences are statistically different from this reliable sample. This sample, automatically collected from people doing Salvage, doesn't even correct for TH levels and so you would expect it to be lower than the true average.
I suspect your error is in the denominator. 300 salvage runs is almost a year of Salvage and would yield over 24000 Alexandrite unless you're doing it really wrong. If you saw an average number of Linens, that's another 5600 Alexandrite. Congrats on finishing your club.
Siviard
08-18-2012, 01:12 AM
Now that I am taking a quick 15 minute break from work, allow me to post another idea I had that I would like to see implemented into the game.
High Quality Versions of Drops From Regular Monsters
There are currently items in the game such as H.Q. Crab Shell, H.Q. Coeurl Hide, etc. etc. that have their uses. However, there are still plenty of monsters in the game that do not have such drops. Sheeps, Rams, Lizards, Crawlers....the list can go on and on.
These new High Quality items can be used in crafting new armor and weapons and would give crafters all sorts of new options to skill up on. Perhaps new options to skill up 100-110 or perhaps even beyond that, should Square-Enix decide to raise the crafting cap to 120 in the somewhat near future.
HOWEVER, I do not feel that these items should come from Abyssea. Instead, I would love to see Square-Enix introduce very high level (105-108) monsters in Non-Abyssea zones. High enough level that it would take a minimum of 3 people to kill the monsters effectively, and possibly give a Level 99 6-man party an option for gaining merits, thus bringing back the traditional 6-man experience points/merit point party. For example, a huge herd of level 106-108 Sheep in a remote corner of Konschtat Highlands. Since there will be low level players exploring the area, make these monsters non-aggressive. These new Sheep drop a new item: H.Q. Sheepskin. A leathercrafter can then convert that into a H.Q. Sheep Leather, and then use that to forge a new piece of low level armor with superior stats.
Should this be implemented, the benefits would be....
1. The return of the traditional 6-man experience points/merit points party (i.e.: another option to gain exp/merits)
2. More options for crafters (from Alchemy to Woodworking and all in between) to gain skills, create new armor and weapons, and make gil.
3. Incentive for people to join the farming parties and sell any drops that come to them to make gil.
4. Cooperation between people, whether they be linkshell members or non-linkshell members.
5. Accumulation of Conquest Points, and Imperial Standing. (Since Abyssea was introduced, traditional parties in original FFXI areas, Zilart areas, and Aht Urghan areas are all but non-existent)
6. Fun! Lots and lots of FUN!
Please feel free to press the LIKE! button if you feel this would be a good addition to the game. And again, Mr. Matsui, thank you very much for your time, and your consideration.
Economizer
08-18-2012, 01:16 AM
then take it to private messages.
That reminds me.
Forums need a private message feature. Please and thank you.
darkhorror
08-18-2012, 01:17 AM
Changes and updates need to be done in a reasonable manner. First fix what's broken, Second make changes to the things that really need to be changed and updated. Don't gimp other jobs to make them all in line, boost the ones that need it instead. Don't look at it from your perspective but from the players perspective. Jobs that the player base feels are useless in most situations need updates to make them wanted again. The same thing for abilities and spells that do almost nothing or are almost useless. Fix things that got left behind or lost most use with other updates such as chocobo digging.
Spend a few months working on these things, we don't need a bunch of "new" content right now if we get updated and fixed old content. There are a ton of systems that have gone unused, or have little use that are quite interesting and should be reworked into new content. Many have already been mentioned, things like MMM, Evoth, pankration,...
Siviard
08-18-2012, 02:45 AM
Hello again, Mr. Matsui! Old Man Siviard here again with another idea/request I'd LOVE to have implemented into Final Fantasy 11.
Well, this is more just a dream than anything, but still, I'm not the only one that has requested something like this in the past.
Here it is.
JOB UPGRADE QUESTS
As everyone knows, in the original Final Fantasy, you were able to "Upgrade" your characters via a quest involving Bahamut, and a Rat's Tail.
I would like to see something like this (similar, or even same thing) implemented into Final Fantasy 11 so that we can upgrade our jobs to something that is much stronger than the original versions.
Examples below....
Warrior ----> Gladiator
Monk ------> Master
Red Mage ------> Warlock
White Mage ------> Sage
Black Mage -------> Wizard
Thief -------> Brigand
That's just the 6 original jobs, but you get the general idea!
Also, upon being "Upgraded" to these new jobs, you must begin at level 1 and rise through the ranks all over again. However, the end result @ Lv. 99 should be something that is vastly superior in every way to the pre-upgrade job.
As I said, it's just a pipe dream of mine. Just as many people have posted in this thread about things they WANT that may seem a little selfish on their part, (I'm not singling anyone out) this is my own personal "selfish" desire that I would like to see implemented into Final Fantasy 11.
As always, press that "LIKE!" button if you would like to see this happen!
Thank you once again, Mr. Matsui, for your time and consideration.
Okipuit
08-18-2012, 04:57 AM
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
Vxsote
08-18-2012, 05:02 AM
Auction House Expansion
The game, and the number/variety of items in it, has grown tremendously over the years, yet the AH has remained essentially the same: players still have 7 slots and list items for 3 days. This has made it much more difficult to buy or sell many lesser-used items. The AH is the core of the FFXI economy, and needs to be updated in order to ensure that trade remains healthy and free.
I know some of these suggestions have been rejected in the past, but with the coming expansion, this is more important now than ever.
Allow "wanted" orders to be placed and fulfilled.
If potential buyers can place standing orders for items, crafters can make better decisions about what to craft, and can supply rare/unusual items when someone actually wants them. This will get items into buyers hands more quickly and efficiently.
Extend the time for an item to sell to more than 3 days.
I would be willing to list more items that sell infrequently if I thought there would be a chance someone would actually happen to want one before it bounced. And I would happily pay double the AH fee for an item to stay on the AH for 14 days.
Expand the number of slots that each player can use on the AH.
This is probably the most important thing that needs to happen with the AH. There are a ton more items in the game. Players have a ton more things to buy and sell. As it is now, I NPC a substantial number of items for less than their AH prices because they're not worth taking up a sales slot. This benefits nobody. An increase in the number slots is also an essential thing to do along with the previous suggestion, because even if I COULD list unusual, slow-selling items for two weeks at a time, the cost of losing an available AH slot for other items would be too high in many cases.
And one other thing that I'd really like to see:
Allow crafters to sign items created through synergy.
I like to make things for my friends, and I like to put my name on them. Synergy is a bit tricky because multiple people could be involved, and perhaps you'd like a ra/ex item with someone else's signature on it. I suggest that a furnace operation be added, "engrave signature" or similar. Whomever the last person to perform that operation is would be the one whose signature would appear on the finished item. Alternatively, perhaps a special physical item could be traded to the furnace while the synergy is already underway, such as can be done with fewell orbs.
Daniel_Hatcher
08-18-2012, 05:03 AM
Add the following spells to RDM (Red Mage) (NOT SCH, WHM, GEO, BLU, SANTA etc....)
Faith
Self-target
Duration: 5 minutes
Grants increased magic attack bonus and accuracy, also grants a Refresh effect. (Refresh I potency)
Brave
Self-target
Duration: 5 minutes
Grants increased attack and accuracy, also grants a regen effect. (Regen II potency)
To balance it: only one spell can be active at a time.
I realise this wont be added, but it would go quite a way to pleasing both the anti and pro melee crowd.
---
Also please adjust RDM's merits, I'm thinking along the lines:
Group 1:
Convert Recast: (fine as is, if anything -30 seconds instead)
All Elements Magic Accuracy: +3 per merit level
Enspell effect: +3 DMG per merit level
Phalanx effect: +2 per merit level
Fast Cast effect: +2% per merit level
(contemplated) Enhances "Refresh" Effect: +1 per merit level.
Group 2: (remove the spells and make them scrolls 70~75)
Enfeebling Magic effect: +2% per merit level
Enhancing Magic Duration: +10% per merit level
Double Cast - Duration 1:00 or first spell cast - Recast: 5.00: Cast two spells consecutively (each additional merit reduces MP cost by 15%)
en Guarde - Duration 5 minutes - Recast: 5 minutes: Grants access to additional weapon skills. Each additional merit increases accuracy by 5
PS. Make Enspell II potency based on enhancing magic skill on cast like the tier I line.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible.
is the thread a nightmare to translate yet?
Siviard
08-18-2012, 05:10 AM
is the thread a nightmare to translate yet?
I'm willing to bet there is some rampant use of translate.google.com over at the offices in California right now. I know I use it, even though the translation from English to Japanese isn't 100% perfect (and vice versa) it at least gets the point across. :)
Kaych
08-18-2012, 05:31 AM
Since this thread was made to express what each of us want, I won’t bother reading all the posts. I’ll just post what I want and if any of my points have already been said, I think it is worth repeating. I want to talk about certain game mechanics that is driving me nuts and a little about mage jobs:
I general I want a gear-lock bonus. Which means you need to lock your gear at your MH and you can choose various buffs like double attack, MAB 30 etc. If you change your gear outside the MH, you lose your buff until you go back to the MH again and reactivate your buffs. I want also to not be given these buffs, I want to EARN them via quests and missions (similar to certain Abyssites and & Atma).
I want a predefined item-list to each job where we can choose to link items to a job. This means when I switch from WAR to BLM, I automatic get all the gear I need for my BLM in my inventory. When I then change back to WAR, I will have all the WAR-gear in my inventory. This avoids manually selecting all the gear I want all the time.
I want quests and missions to not be repetitive. If I want to raise my fame, I want do 20 different kinds of quests for either one person or many, not 20 times the same quest over and over. This makes the game boring and it becomes more a job you need to do order to have fun later. I want to have fun all the time. That’s why I am playing a game -.-
I want SE to give specific answers to why they can’t introduce certain things to the game. The good old answers like “Game balance”, “game limitations, “working as intended” etc, just don’t cut it. I want to know specifically why certain things can’t be introduced in the game.
I want SE to not spend years on “fixing” things that has been implemented. It took them forever to finish WotG and updating all the items to Trial of the Magians. When you introduce something I don’t want a half finished job (or in very many cases, 1/50 finished jobs). I want to be able to enjoy the full content right away when it is released. I get that you might meet some bugs along the way that you need to fix, but when SE don’t even think how much they gimp the rest of the whole game when they introduce abyssea, it is just bad planning. Don’t get me wrong, I LOVED Abyssea, but it destroyed everything else in the game and it took a long time before SE did anything about it. I want SE to plan properly to avoid these annoying and frustrating situations.
I want a proper mission-seeking system. The search system SE has to find people on the same quests/mission is horrible. I want to activate a mission and make it public to the whole server that I am on that mission and am looking for fellow partner to finish that mission. I really hate the game WoW on many levels, but one of the few things they have gotten right is how you can flag your missions. I want you to check out how their mission system works because SE’s search system is inferior on so many levels compared to this. This will help so many people finishing what they want and it could open up a new system of “points”. If you repeat a mission you can create a new reward-system for veterans who not only help out fellow Linkshellers and friends, but also newbies. These points can be used to get cool and new gadgets. So many people don’t progress in this game because so few want to help them. I see so many shouting for hours just to get passed a lvl cap mission. I want this to stop. I also want to look for party with multiple jobs.
I want Abyssea cap to be raise to lvl 70.
I want weponskills to matter for mages. I want them to stop swapping gear. I want them to keep and gain their TP when they use spells and abilities. I don’t want them to just get 1 or 2 TP when the do magic damage, or heal etc, but I want them to get the same amount of TP they would get when they would melee. The amount of TP they would get should be adjusted to how much you heal, if a debuff lands, how much magic dammage you do, how long the spell takes to cast, etc. This would give them the chance to use WSes in parties. I want WSes to be just as useful as spells. I want for instance RDMs WSes to double the length of debuffs, WHMs to have a regen-aoe WS, SMNs to perhaps use a different ability to their pets or summon new avtatars, etc etc. I have so many examples, but I will stick to only a few. The potency of these WSes gets much better the higher TP you have and they should last a very long time like 10 – 30 mins.
I want the 6-man-parties back… with a twist. I want the mobs to take MUCH longer time to kill. I want the team to really figure out a tactic to kill the mob. I really miss the Weaponskill (WS), Skillchain (SC) and Magic burst (MB)-system and I want this back. I have hardly seen anyone deliberately skillchain since the lvl 75 cap. I want to really feel like I have slain a challenging mob and get a very good amount of exp after. I also want to get more EXP from a mob if the party uses SC and MB on it.
I want the RDM job to be better at meleeing. They hardly do any damage compared to the melee-DDs. They should have access to better swords and I think all of the en-spells should become better and do more damage as you level up. I also think they should have en-debuff spells, like enBlind, enParalyze etc. They should also get TP as they land a successful debuff spell. I think they should get significantly better debuff-accuracy when they wear daggers/swords than when they wear staffs. In my opinion RDMs should never wear a staff. I want them to have a permanent high bonus when equipping Sword or Dagger.
I want a “charge system” for SCHs. SCHs in other Final Fantasy games didn’t have MP (I don’t know if this is the case in all FF-games, but for the ones I played it was). They had 9 charges of Cure I, 6 charges of cure II, 3 charges of cure III etc. Since MP is already a well-established part for SCH’s already, it would be cool if they could instead give away their charges to other jobs. For instance give cure III’s to the WAR or the DRG so they could heal themselves when they needed to. Give away Regen III to the PLD so he can use it when needed, recover MP to other mages (or himself) so they can recover MP when they need to. When the spell is used it won’t cost any MP and it takes a certain amount of time before it gets recharged. Each spell should be adjusted according to the spell and lvl. This would give the SCH a unique aspect to the game, making each and single job more independent.
I want the SMN to also be “tactical mages”. They should have the possibility to DD equally to mele,- and magic-DDs. Since their bloodpact (BP) is on CD for so long, they can’t compete in damage to BLMs or melees. I want the recharge on BPs to get lower as you lvl. Being able to only paralyze once every 1 minute is ridiculous. I want a jobability (JA) for SMN that transfers their damage to the pet. This means SMNs could melee much safer and at the same time their pet dies faster if they are not careful. The “sit-back-and-enjoy-the-view” summoner never worked for me, but the SMN should have the possibility to do both and gain different rewards from it. Like if you use many spells and “sit-back-and-enjoy-the-view”, you could get a WS that protects your pet from damage. I want summoners to have Summoning magic A+. If you will not introduce the job Invoker to the game, then I don’t see the point of gimping SMNs with this skill. They are the only ones who can use summoning magic and should therefore have the best possible skill…
I want WHMs to have Bar-element spells that last longer as you level. I also want them to be able to absorb the spells, causing them to heal instead of taking damage. This absorb effect depends on the enhancing skill. I want Bar-status spells to be able to completely resist status-spells, again if you have high enough enhancing skill. Since enemies use Sleep I, Sleep II etc, the enhanching skill would need to be higher in order to resist it. It also depends on your MND and the enemy’s INT.
There is so much I want in this game and I can’t remember everything right away so I will edit my post as I remember more stuff. If you read this far I commend you for going through the wall of text.
Thank you <3
EDIT:
-19 August. Thank you for likes :) More inventory space please. Upgrade the system if you need to and hire 20 temp-employers if you do not have enough manpower^_-
-
Sayomi
08-18-2012, 05:59 AM
Ballista overhall/revamp, why? Because John Madden told me to say so.
FrankReynolds
08-18-2012, 06:06 AM
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
On that note: Could you please employ a translator at the JP support center? or at least allow the NA support people to handle these accounts? I haven't been able to log onto my JP account that I've had since 2003 for almost a year now because I can't get anyone to help me out there. Just unlink the damn account so I can attach it to my NA Square Enix account >.<
Detzu
08-18-2012, 06:07 AM
I want merit weaponskills 5/5 for all weapons not only for 3.
Sotek
08-18-2012, 06:08 AM
Pretty worried that he said he'd be taking special note of posts with high "Likes", considering the nature of this forum, and more so this thread, most people are just going to post their opinion and at best read a page or two of other peoples, even when people agree they rarely "Like" a post. Seems to me like he could save himself a lot of work by just going "This week I'll take player feedback on X, Y and Z" and getting the community reps to make threads like this in their respective forums. It would take longer but at least it would provide a much clearer sense of our opinions, heck it would probably be faster considering the jumbled mess he must be getting on his desk right now.
Anyway, SCH suggestions, spoiler'd for length:
Now, on to the subject of this games Enmity system (something tied to SCH, considering Enmity control was the plan moving forward from Lv.75, what ever happened to that?). I think the major problem with the Enmity system in this game is that it is solely something for determining which person a monster focuses on, given all the numbers involved it could do so much more and add a whole new aspect to battles.
-Give every job some means of reducing and generating specific amounts of Enmity, less job abilities like Super Jump and Enmity Douse and more like High Jump, but with clearer workings like Accomplice (to this day do we even know how much Enmity High Jump sheds exactly?). Additional items like Icarus Wings could also be added, but rather than adding TP they remove or generate specific amounts of Enmity.
-Expand upon jobs like THF and SCHs party Enmity management roles, allowing them to become more efficient at directing party Enmity. I'd also add similar roles to jobs like BRD and COR, though to a lesser extent, I think THF could do with some more work but I'm no THF and SCH could do with a lot of work (some I've already made suggestions for), all Libra is really good for right now is telling people to stop because they're gaining Enmity. While that might be a legitimate tactic in reality, I don't think anyone logs on with the intention to stop playing, if I'm a damage dealer who's enjoying doing damage, do I want to be told to stop doing it because of Enmity? No, I want something I can do, or that someone else can do, that will let me continue playing as I am. A means to rapidly decrease someones Enmity or rapidly raise it would be much better than Pax and anti-Pax.
-Give every job new abilities/traits/spells which have an "Enmity sweet spot", as well as adjusting some existing abilities/traits/spells to work in a similar way. What do I mean by a "Enmity sweet spot"? Simple. The fundamental idea is very similar to how CORs rolls work, with each roll having a specific number that provided the best results (until the developers decided that 11 should be the only number CORs should remember), but the aim here would be to work with Enmity levels instead. So lets say one ability works best when your Enmity is in the 70~80% range (going off Libras readout), on a damage dealing class which isn't meant to tank this would provide incentive to reduce their Enmity and let the tank tank. It wouldn't have to be attack style abilities like Jump which get this kind of bonus either, stance style abilities like Hasso could have similar effects which would provide incentive to keep your Enmity at a specific level for prolonged durations and of course job traits, for traits I'd just adjust existing ones, Bonus (Attack Bonus, etc.) and Resist traits specifically.
-Expand this line of thinking over to weapon skills as well. Currently we have at least a dozen weapon skills per weapon, if not more, while only a couple are really ever worth using seriously. By giving certain weapon skills a bonus when used at specific Enmity levels you'd add an extra level of thought to the game rather than the current mentality of spamming the same weapon skill over and over. This has already been done with Atonement if I remember correctly.
I think something like this would provide a certain degree of skill to the game, anyone can spam their abilities and weapon skills ad nauseum but using hate shedding/generating abilities and items while communicating with THFs/SCHs would at least require more than a single hit of the macro. Rather than spamming the same weapons skills we'd be thinking "Oh, my Enmity is X so I should use Y rather than Z" and as long as there isn't a universal Enmity range for all of a jobs abilities/traits/spells we could be going "I want to keep my Enmity around X for this ability but I can spike it up to Y for this one then have the THF/SCH remove the additional Enmity to put me back down to X". I certainly think it would make fights more dynamic and interesting, though in reality it would probably turn into some awful thing like the Stagger system.
Obviously it would put a large emphasis on Libra, making it by far the most important ability in the game (as apposed to the most worthless one like it currently is) since it would be important to know your Enmity levels and to that end I'd suggest putting an item in the game which is readily available to all (probably through crafting) which does the same thing. It certainly wouldn't hurt to add something like this, it takes nothing away from the current game mechanics, it just adds a new aspect of battles which provide benefits to the people who try. Rather than the Stagger system you don't have to invite certain jobs for certain abilities since everyone would have some means to control their Enmity (though I guess you could argue THF and SCH would be extremely useful) and it's not rewarding everyone for one persons actions by refreshing everyones temporary items, it rewards the people who take the time to work on their Enmity.
ffxititanplayer
08-18-2012, 06:14 AM
Thanks for listening to the fan base for once. I basically just want to have RDM put onto the gear BLU is put on, they are on both the mage and melee pieces and i think if both jobs have the ability to melee they should be on the same pieces. Also on a side-note, how about taking a look at SAM ws accuracy? Its horrible compared to all the other jobs, thanks for your time.
Sarick
08-18-2012, 06:16 AM
I want a system that allows me to store more items.
If you are limited by 80 spaces per page could you please make it so I can have storage designed for specific items on top of standard inventory?
Here are two examples.
Mog House will only allow furniture in it's 80 spaces. (Items in the current mog safe will become the mog inventory house) Non-furnature items can be removed just not placed back in this area once the change is made. A new Mog Safe will be created for those items. This will allow people space to decorate their mog houses without the Mog Safe space being consumed.
Make Separate limited inventories for Linkshells (Link Box) Key's (Key Chain) and (Consumables) Food Pouch, Medicine Bag and Crystal Case. This unlocks space for other items in main inventory. It would also automatically consume items from these areas if they are called in macros.
I'd also like to see mog house furniture that serves a utility when it's set inside the mog house. Crystal Combiner or Synergy Stove.
Increase the macro lines or allow us to create sets that remember equipped items.
Sargent
08-18-2012, 06:16 AM
For Summoner in particular:
- Add a JA outside the new 2-hour to allow for a lower Blood Pact delay, or...
- Increase the cap on Blood Pact delay- from gear
- Add some sort of food that's more useful than MP+ food. Something for the avatar would be nice.
Plasticleg
08-18-2012, 06:16 AM
yo homeboi, i thought i'd drop on down to your crib and tell ya sum hot tips about how2run this game.
if ya wanna be my dev, you gotta get with rdm (gotta get wit rdmmmmmm)
give 'em something useful for alliance playayyyy.(oooh not meleeeaiaiai)
now it's officially a translation nightmare.
FrankReynolds
08-18-2012, 06:27 AM
Please come up with a better system for storage, or at the very least, put the porter moogle inside the mog house (or put mogs near the porter moogle?). Anything to make changing jobs (which you have to do a lot more often nowadays) faster.
SOme sort of gear set storage system, where you could store all the items for a particular job and swap them all at once, I don't know... something.
Siviard
08-18-2012, 06:33 AM
Mr. Matsui,
I sincerely hope that you ask the playerbase what they want and/or desire more than just once. Perhaps after each major update? That way, it will give us (the players) time to play with all of the new things that were provided to us, and after a time, we can provide feedback to you on how things can be further improved as well as present new ideas (or re-hash old ones) that could possibly be implemented into the game that would be both fun and beneficial to the players.
I apologize for sounding like a broken record, but once again, I thank you for your time, and consideration.
ThaiChi
08-18-2012, 06:35 AM
Mythic Weapons: Please lower the Alexandrite requirement, one half or one third would be acceptable. The time it takes to collect Ichor, Nyzul Tokens, re-do assaults parallels the time it takes to build a dynamis relic from scratch already, and I haven't even considered the time it takes to collect 100k ichor with 72 hour/6man restriction on Einherjar. And that's just one part of the quest. I mean if people were crazy enough to repeat a mythic quest, they wouldn't have to worry about collecting the 3 AU beastmen kings, captain, etc., but getting started is daunting enough. Whereas an relic entails collecting the base weapon and turning it in with 4-6 100 currency, or an Empyrean Weapon that just requires you to kill some very old NMs. If you're going to make relic class weapons accessible to the common populace, at least let it be done across the board.
*edit* I'm quite aware of the forthcoming salvage update, but as new nyzul proved, the bazaar prices could go either way.
Ninja: Utsusemi San. Yes, I know Ninja main already has superior shadows, but the benefit of Utsusemi Ni was as much its casting time as it was the number of shadows you get in regards to Ninja subbed. While shadows may no longer be an acceptable form of defense in today's voidwatch and AoE-heavy atmosphere, I don't think it'll screw up the balance of Ninja in comparison to other jobs. Ninja with just 5 shadows is already untouchable in most low man content. Jubaku Ni would be welcome as well.
Heavy Metal plates: they should be as common as riftsand, really. If you're going to collect 1500 of these, its not viable to do unless you're actively buying them from bazaars, which I presume was the point. But riftsand is hard to sell and has even less of a use. It's less common to find players making a second pass on a weapon that uses silver mirrors/riftsand than it is to see someone who has two or three empyrean weapons. The 60 Dross/Cinder following the HMP trial is still there to give something to work on as there's only 4 sources in the game that provides those upgrade items.
Salvage 2.0: Please, please, please, please, please, please, please, please, please, please, no more Rampart NMs. A chance of a chance of getting something is horrendous.
Hello and Thank you for your time in advance.
I mainly want to petition for the mages of FFXI. Outside of Arise, WHM has been pulling a short straw lately. Here are a few ideas to help things along.
#1 Bar-Light-ra/Bar-Dark-ra : Very simple. These elements are common amongst the new waves of mobs being added as well as abyssea mobs already in place.
#2 Bar-Terra: Many many mobs now have Terror as part of their arsenal of attacks, healing terror sounds too much of an ask may. However if we could help players simply resist ever so often, can make a difference in fights such as ADL.
#3 Healing Touch: This can be added as a JA with 5:00 or so delay. Under the effect of Solace this JA can remove all of the enfeebles on a party or alliance member rather than just shifting them to the caster like sacrifice.
#4 Banish IV: Banish 1-3 are now a bit of a lackbuster due to Holy II. Again this is very simple and already exists in the game.
#5* Reviviscence: Cures target's weakness. Only usable under the effect of Divine Seal. This spell was once called a "Gamebreaker" but if added similar to meteor it would seem more practical.
#6 Benediction Revamp: It used to be enough to just heal everyone in range and save the day. However now when everyone's HP fall and Benediction is the last resort, the fight may still get right back to being dicy. All newly added mobs have area attacks and high regains on low HP. Benediction needs a follow through, I suggest a rampart like effect adding defense and MDF for even a brief 30 seconds would allow a team a strong chance of turning things around.
#7 Multiple Barspells: Even if only allowed a second barspell, this would up the demand and dynamics of WHM overall.
Genoxd
08-18-2012, 06:48 AM
I understand summoner is a "powerful job" but please revamp the bloodpact system, get rid of the BP recast time limit or increase the BP dmg by 2x to 3x what it currently is. The fact that I can hop on SAM and do a WS every 2-5 sec (more or less) for more dmg then my Avatars who have to wait 45 sec to attack again is quite disheartening. This is not balanced, if BPs were 0 MP then I could see some semblance of balance but they're a lot of MP and do less then a BLM. Honestly before I even got this game I wanted to be a SMN/BLM but that dream was shattered and now I'd just like to see an increase in damage. I'm not asking to be a top DD, I'm just asking to, at the very least, be considered a DD. Most of our buffs and debuffs are mostly too weak to solidify us as anything more then a slot for Perfect Defense and Stun.
Before anyone brings up the fact that they are "hate free" Sorry to say, Enmity does not matter anymore.
With that said, I will be very disappointed if Cait ends up being some gimmicky avatar like Fenrir/Diabolos/Carbuncle.
Carbuncle: Lower Perpetuation but weak attacks, less HP. Now useless because all avatars are free.
Diabolos: All his attacks are situational and gimmicky making him nearly impossible to efficiently use. MDB is nice but nearly worthless most of the time. Phalanx still weak and never increased past 75 cap.
Fenrir: Lower Perpetuation, Higher Attack and Attack Speed, but drastically lower BP dmg overall lower damage and all Buffs/Debuffs are dependent on Moon and quite outdated. Only useful for soloing @75, useless at 99.
Now lets talk about the Avatar BP Damage Equation.
This is as close as we've come to understanding Avatar BP damage:
BASE DAMAGE = (AVATARS LEVEL * 0.74) - MONSTER VIT/4
Damage = (D+fSTR)*M*PDIF
M is a multiplier based on the BP, and PDIF capps at 4.2
fSTR is the Avatars STR vs the monsters VIT
Now right away you should notice a big issue: The stronger the monster is (the more VIT it has) the lower the avatars base damage is.
This is a double penalty! Players only have to deal with fSTR that has a min and a max where as Avatars just keep getting weaker the more VIT a monster has.
To make matters worse, we have basically no way to increase Attack, Accuracy, or Strength. Furthermore on weaker things Crits do not allow us to exceed the 4.2 PDIF cap so Crit gear becomes worthless (the one thing we seem to actually be able to to get a decent amount of)
I would also like to note that Double Attack does not work on Blood Pacts, it simply adds an extra NORMAL attack. While Players get a Boost of 1.0 to their fTP function we end up with 1 normal melee hit. Our "M" multiplier should go up, this would also make Nirvana a better piece since DA/TA on it would proc on BPs significantly increasing damage instead of adding a couple hundred points of damage.
Zubis
08-18-2012, 07:10 AM
There is no need to write a book either.
Glad I'm not the only one that was getting a TL;DR vibe from some of these posts ;)
Return1
08-18-2012, 07:48 AM
Allow us to buy Assault tags with Imperial Standing. 24 hour cool down for a 30 minute event is poorly thought out.
Add a larger effect to Immunobreaks. They are too weak to matter right now.
Make Saboteur work like elemental seal for enfeebling magic on top of its current effect, or make it so the effect only wears off after successfully landing a spell. It's infuriating to be resisted when you use saboteur.
Parroting, but remove the enmity cap.
No more ridiculously short time limits on events. Neo Nyzul was a total failure that rewarded cheaters because the time limits were poorly though out.
Getting "Lucky" shouldn't ever have to be part of an event or strategy, that's poor design. Neo Nyzul is an example, as it upgrading abyssites for VNM.
"Death" and hate reset moves are cheap. Please don't add them to many upcoming events.
Neo Nyzul needs an update for the sake of fairness. Either add a checkpoint at some floors, or make the event longer.
I hope those don't sound insulting, that wasn't my intention.
Kaisha
08-18-2012, 07:50 AM
There should be more focus put towards plugging all the holes and client-side exploits PC users can make off with in Final Fantasy XI.
New content and job adjustments are nice and all, but people have been blatantly running at illegal speeds or fishing 24/7 using illicit methods for years now, and it's still not been addressed. It's not acceptable in an MMO environment, and it looks poorly on the developers programming if the server doesn't know better to automatically detect and handle these situations.
Another subject would be improving the PC client overhaul. For instance, the CPU logic needs to be unbound from the graphical rendering, so we can get 60fps+ without the game running in fast forward, or having situations where the developers themselves had to lock the game down to 15fps for fishing just because it was too fast otherwise on PC. The method the game uses for obtaining keyboard input is dreadfully slow also, particularly if you're multi-tasking with the game open, and you can watch your key presses slow down, or lag your PC entirely while FFXI is running in the background because it's trying to babysit all your input while inactive.
Xamba
08-18-2012, 08:16 AM
Too many people in Jeuno creates bad lag at times. Possible fixes below.
1. Add the /yell command to other cities besides Jeuno. Maybe even allow for cross region invites or at least just in the cities/towns.
2. Get rid of the tax on the Whitegate auction house
Rooks
08-18-2012, 08:20 AM
Producer Matsui,
Most anything anyone would want or need has been covered in the preceding thirty plus pages, so all I will ask for is this: let us play Triple Triad, either in our Mog Houses, or (ideally!) in the field against other players.
Thank you very much for listening to us. Good luck with thirty pages of requests!
--Kelhor@Bismarck
Economizer
08-18-2012, 08:26 AM
#1 Bar-Light-ra/Bar-Dark-ra : Very simple. These elements are common amongst the new waves of mobs being added as well as abyssea mobs already in place.
I feel ashamed for not remembering to mention this one, but I'll chalk it up to it being something that should already be in the game already!
Barlight-ra and Bardark-ra absolutely should be given to the respective jobs that have been waiting for the spells for years.
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
We shouldn't have to tell you guys how to develop your game.
Make something new or reinvent something old, and we'll tell you if it's a good or bad idea before it passes test server.
Most of us aren't game designers, if we tell you what we want, it'll usually be relatively broken due to bias.
Smokenttp
08-18-2012, 08:55 AM
Another subject would be improving the PC client overhaul. For instance, the CPU logic needs to be unbound from the graphical rendering, so we can get 60fps+ without the game running in fast forward, or having situations where the developers themselves had to lock the game down to 15fps for fishing just because it was too fast otherwise on PC. The method the game uses for obtaining keyboard input is dreadfully slow also, particularly if you're multi-tasking with the game open, and you can watch your key presses slow down, or lag your PC entirely while FFXI is running in the background because it's trying to babysit all your input while inactive.
altough i agree with you there i dont know how they would do it since i have no ideia what is the ffxi engine i only know it runs in direct x8 (ugh) so that is pretty old so i honestly dont know it they can upgrade it too much and how much work they have to put into this
We shouldn't have to tell you guys how to develop your game.
Make something new or reinvent something old, and we'll tell you if it's a good or bad idea before it passes test server.
Most of us aren't game designers, if we tell you what we want, it'll usually be relatively broken due to bias.
some times game designers are clueless as well player feed back is still important some times players can develop strategies that we didnt even dreamed off to some things, or had diferent ideias for stuff, what game designers can do whorever is balance then out so it dont get too broken like you said(that is if they tought your ideia is good and are going to implement it)
Jadecc
08-18-2012, 08:58 AM
allow people to enter salvage solo, make salvage bosses drop linen 100%. I want to earn my mthic, but i dont want to spend every day for the next two years doing it.
Evilkairi
08-18-2012, 08:59 AM
Level 99 Abilities
When the level cap was coming to level 99 one of the things i was looking foward to was A NORMAL ABILITIE (1-5 mins cooldown) that wold define or mark the job, a super unique abilitie for each job but it was a super letdown that the abilities never came whit the last level cap increase, it wold really be good if you made a new abilitie for each and every job that defined the job soooo much that every person wold be looking into the recast just to reuse the abilitie as the LAST abilitie that the job gets for the highest Level.
Smokenttp
08-18-2012, 09:00 AM
Mr. Matsui,
I sincerely hope that you ask the playerbase what they want and/or desire more than just once. Perhaps after each major update? That way, it will give us (the players) time to play with all of the new things that were provided to us, and after a time, we can provide feedback to you on how things can be further improved as well as present new ideas (or re-hash old ones) that could possibly be implemented into the game that would be both fun and beneficial to the players.
I apologize for sounding like a broken record, but once again, I thank you for your time, and consideration.
This make a forum section especifically for this in all lenguages so you know where to check for feedbacks/sugestions once a month
Or the general recipe concept revamped, arrow/bolt heads (base material + base material yeilds 6-12) shaft (relatively cheap) + fletchings (2x wings/feathers yeilds 6-12 relatively cheap) yields 33-99 (or 99-297 for higher tier synergy recipes)
Bullets Ingot (base material) + fire sand (relatively cheap) yields 33-99 (99-297)
So in the case of adaman bullets beyond the fact that they are needed for high level smithing there is also a yield inequality or imbalance, generally with bolt/arrow heads they use 1/2 expensive/rare base materials but an intermediate syth stretches them out to 6 more syths as opposed to the 1 syth you get from bullets.
So to put that into perspective arrows can be produced at a 6:1 ratio by comparison using the recipes alone, now this doesnt even take into consideration that adaman ingots are already more expensive then most arrow/bolt recipe components (well even if you are talking about adaman bolts still 6:1)
My solution introduce shell casing's (shaft type intermediate and generic go between for all bullet recopies = arrow wood, perhaps add an alternate type cannon shell for use with a neo culverin type weapon and syth able cannon shells!) add an intermediate bullet/slug syth that stretches ingots out for bullet syths, could have a lower overall yield to keep bullets more expensive (nq yields 3 vice 6 or recipe requires 2 ingots but still yields 6)
Also considering that adaman is in high demand for crafters as well perhaps ontop of this add more sources of adaman.
sorry for quoting myself but I wanted to discuss this for a sec, general lack of likes I thought I had sound reasoning and a good suggestion to fix it, any one mind setting me straight or helping the idea along with a like...
FrankReynolds
08-18-2012, 09:42 AM
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
As far as enmity goes:
Perhaps you could lower the enmity accrued through dealing damage, and or increase the decay rate.
Raise the cap on enmity so that people can't hit it so fast.
Create a separate enmity cap for certain J/A that goes beyond the current cap, so that damage dealers / healers cannot reach it through normal activities, but a well trained tank can by intentionally using hate generating moves.
Increase the enmity lost when taking damage from AOE moves, if you are not the current target.
Waldrich
08-18-2012, 09:43 AM
Mr. Matsui,
Please, make a vanadiel Lodestone version and make it for yesterday!
Producer Letter (yes.please)
Heabea
08-18-2012, 10:26 AM
i would like to suggest making RDM useful again. here are some ideas:
allow rdm (either through a JA or maybe just a spell) to cast its buffs on others. I dont see the balance issues of having a rdm being able to cast stoneskin/phalanx/temper/enspells/boosts etc other players, since sch or /sch can already do this.
give rdm debuffs that are unique to the job (and dont give them to all other jobs the following update hi2u break, addle), ex: magic dmg down, magic def down, a spell that annuls mobs ability to heal themselves, etc
for the melee enthusiasts out there ( surprised you still exist) a stance that increases melee output while draining mp (either a la souleater or just a mp- per tick)
that is my suggestion box!
Kiori
08-18-2012, 10:53 AM
Greetings,
I have been very happy with the changes and updates for Puppetmasters thus far, what I'm still dissapointed in is gear selection for the "Master", the player itself. The job is by no means a mage job...we do not have spells, or a base magic skill level. I can't seem to wrap my head around why SE has decided to place Puppetmasters in the gear category as those of a mage...
Heka's Kalasiris...Lv. 95 WHM/BLM/RDM/BRD/SMN/PUP/SCH
All jobs listed are mage jobs...all with some sort of magic base skill...all except for one...PUP.
The job, to me, was meant to be a DD type job...nothing about us screams magic...but all the viable DD gear in the game...and hardly any of them list PUP...
Look at Stringing Pummel, one of our only viable weaponskills...our Weaponskill modifiers are STR and VIT...looking at gear choices...most high level gear is all mage gear, and hardly any of those stats to go around...
I'm not asking for PUP to get a magic skill, nor am I asking you to beef PUP up to be on par with a MNK, all I'm asking is for the possiblity to have more or better DD gear peices...we're supposed to be the tank for our auto.
KigenAngelios
08-18-2012, 11:12 AM
Mythic Weapons
As a player who has wanted Nirvana since it was announced, I feel something must be done about attaining Mythics. As is, it is near impossible to attain. This is made more obvious when comparing it to the ease of relics and empyrean weapons. Moreover, stop making weapons that do nothing for half the jobs in the game, Mages. Seriously as a SMN a mythic is my only relvant option. Alexandrites need to be 10,000. The Eyepatch should be 50,000 ichor. The Nyzul tokens should be 750,000 if nothing else.
Einherjar
No one does Einherjar since its change (that everyone needs feathers). This is just another block I cannot work on unless something is done. Alot of players are greatly disatisfied by the Einherjar renewal. I seriously suggest you take a look at Seankp's thread here (http://forum.square-enix.com/ffxi/threads/26426-dev1-Einherjar-Renewal-Revamp-Suggestion). This is exactly what the community wants and what a renewal truely is.
ZNM
ZNMs either no one touches or is reserved to get Pandemonium Warden, if you are lucky. With everything else that is needed for a mythic do we really need another grave timesink? Empys and Relics can be done in less than a month... mythics take way too long without this process.
Assualt
Speaking of which, Assualt really needs to be a stone-esque system where attaining captain shorters the tag cooldown timer. Nyzule is great but Neo-nyzule is aweful. Randomness should NOT be a factor in any event! I really like that if you made it to X floor if you set it to X floor, you get a credit to get what you want. This is how every event should be.
Salvage
FOR GOD SAKE, CHANGE BHAFLAU! A chance at a chance is utterly rediculous, demoralizing, and unfun! At least gaurentee a pop when facing a Reactionary Rampart! And of course more alexandrites if the number needed do not change.
Job Specifics
Summoner!
More avatars! Where is my Caith Sith! Anyway, something has to get done about either Avatar Damge or Blood Pact Delay (outside of that 2hr). We are severly lacking in damage potential when compared to nearly any other job at 99. Also please don't make any more 2hr only avatars... as a Summoner I want my deity to smash things with me, not just leave me hanging...
Blue Mage
I really hate needing to reset my spells... Can we have 3 spellsets? Pretty please?
Red Mage
More unique spells. Someone mentioned Faith and Bravery which I thought were cool. If SCH is an overtime job then let RDM be an immediate effect job like a spell that just gives 25-50 TP (based on enhancing skill). Moreover, enhancing skill should play more of a role in potency for almost every spell that doesn't work this way... looking at you Adloquim... Also RDM needs plague, virus, amnesia. Amnesia could be a flash style spell for job abilties. Hell how about more flash-style spells for RDM-only? A flash silence would be great.
White Mage
A retooling of raise from a WHM. Were Raise -> Araise goes from 5min weakness to no weakness.
New Jobs and Old Gear
The community does not accept that BLU cannot be added to Excalibur or COR cannot use Annihalor. If it that much of a balance issue, let us magain it somehow to a sidegrade relic! If you wanna keep doing sidegrades, I'm fine with it but I don't see a reason why my SCH cannot use Dalmatica. If anything this only invigorates the desire to do "old content"
Voidwatch
There needs to be some system that awards you credits for kills, kinda like legion. Players shouldn't have to go 500+ kills just to get something like Toci's Harness. I'll gladly face 500 pils if I were garenteed a Toci's Harness. Also the whole pulse cell thing is good but should be applied to all ra/ex gear.
Legion
Ugh... legion.... As is, most of the population cannot do the event due to difficulty. Moreover, all drops in legion should be buyable with gained points.
TLGrunt
08-18-2012, 11:41 AM
Sorry if this have already been said, but i would like some light shed on how weapon skills will be revamped for each job. Speaking as a DRG I would also ask for some kind of unique way to spike dmg in hnm settings, ie an ignore def trait or a JA that can grant ignore def bonuses that can stack with weapon skills, maybe another jump that can share timers with said effect? I would like to also ask if a wyvern's tp would not be used when using breaths that heals status ailments.
H-Hello... I wish to start by thanking you very much for offering to your players this salient opportunity to impart our visions, which, where possible, I am sure we hope can be actualised to improve this magical game, though at this juncture the throng of ideas must amount to a veritable deluge, and I apologise for adding my own to that...
As a new player (or one that played briefly eons again and has only now returned in a more substantial capacity), and one that is equally interested in non-combat related activities, my first thought was to engage with the 'Hobbies' system (in particular, Harvesting), in the hope that I could craft my own equipment items to use as I levelled. As someone that wishes to gather all of the raw materials myself, rather than buy them from the Guild Shop or at the Auction House, I have found a number of issues that render this facet of the Hobbies system quite dispiriting and tedious...
My thoughts on improving Harvesting, Excavating, Mining and Logging would be as follows:
1) Allow every item accrued from the above Points, or from monsters (such as ores, logs and hides), to be stackable up to 12. It seems completely unfair that those amassing grasses and other such items through Harvesting can stack the vast majority of their items, whilst the other players cannot, necessitating a number of return trips for newer players that have no inventory expansions as their paltry space is whittled away by individual entries of the same item.
2) Implement a graphical effect, such as an unobtrusive glow, about a Harvesting, Excavating, Mining or Logging Point, so that the player can locate these Points from a distance, without having to tap the 0 or Tab keys incessantly in the hope of finding such a Point on their screen.
3) Utilise more thoroughly the vast and beautiful world of Vana'Diel through placing Harvesting, Excavating, Mining and Logging Points on a great many more field and dungeon maps (for example: Harvesting Points in the Pashhow Marshlands and the Boyahda Tree, Excavating Points in the Kuftal and Gustav Tunnels, Logging Points in the La Theine Plateau and Mining Points in the Uleguerand Range and North and South Gustaberg). I envisage the above Hobbies as something for which a player need not go out of their way, able instead, for example, to stop on a map that is along the way to the destination where they plan to party, to quickly gather a few ores or other items that they could later use. With so many maps going unused, it would seem possible that, if fully utilised, a player would never be more than three or four maps away from another set of Points of the type that they desire. This would also mean that the items offered in a particular category could be spread out: for example, the Harvesting Points in West Sarutabaruta could be limited to carrying the items needed for Clothcraft, whereas the Cooking materials presently found in West Sarutabaruta could be offered instead solely in East Sarutabaruta, saving time (and Sickles) for those only looking for one or the other.
4) On a related note, I often try to craft when out in a field to free some inventory space, but cannot remember the recipe that I wanted to use. Whilst it is possible to print out a recipe list from a third-party website, I feel that as much as possible should be resolved in-game, and wonder if something like portable recipe lists, bought from the corresponding Guild for a fee of a certain number of Guild Points, could be introduced, as Key Items that provide a list of recipes from, for example, levels 20 to 30, 30 to 40 and so on. I appreciate that a Guild representative in each Guild building provides a list of recipes, but, as far as I am aware, there is no way in-game to take those recipes with you around the world.
5) I feel that there needs to be a better balance between paying for Synthesis materials via the Auction House or Guild Shop and going to obtain them yourself through the Hobbies system. As it presently stands, it very often takes an awfully long time, and a large number of Sickles, to gather, for example, 6 Saruta Cotton (enough to craft 3 Cotton Thread and thus make 1 Cotton Cloth), meaning that the alternative of simply buying them from the Guild Shop or Auction House costs less in terms of Gil and time. With no advantage to procuring the items yourself, the relevance of the Hobbies system is greatly reduced. It is my hope that point 3) above, in reducing the number of different items that a Harvesting Point, for example, would give by increasing the overall number of Harvesting Points across Vana'Diel and assigning fewer items to each, would benefit those that wish to enjoy the Hobbies system as they would more frequently receive the items that they need.
Finally, entering the game as a new player, I feel that there are a number of issues not covered by in-game NPCs that could leave first-time adventurers confused... I am aware that some players are wary of 'handholding', but I hope that a balance can be found wherein the player can be guided in the right direction and then allowed to apply themselves to the task at hand... Things that I feel could be done to better ease the player into the game include:
1) If a player is looking to procure a Map that is not sold, but instead must be obtained through Quests or Treasure Coffers, I think that it might help for the NPCs that sell Maps of that particular Region to list such Maps, such that, when a player selects them in the list, they are given hints as to how they might obtain them (for example: being told that a Tarutaru researcher in the Optistery in Windurst Waters might need help with his transcription work if you select 'Map of the Horutoto Ruins', so that the player is guided towards the start of the 'Glyph Hanger' quest).
2) It seems, at present, that it is left up to the player to ask another player in-game how to unlock their Support Job, because there seems to be no NPC that tells the player either the level required to undertake the quest or the locations at which they can be found. My thought is that, upon selecting the faded 'Support Job' option in the Mog House, the player's Moogle can tell them to travel to one of the two port towns at level 18, or something that similarly guides them in the right direction.
3) Mimicking the issue above, I do not recall that the player is told either the level that they need to be or the correct place to go in order to begin an Extra Job quest. Instead of all of the Jobs yet to be unlocked registering as '???' in the Mog House, if the names of the Jobs were to appear - but stay greyed out - then selecting one of them could allow the Moogle to give a hint as to where the player needs to go to start that quest.
4) The above issue, as far as I know, is also applicable to a Summoner looking to bolster their rank of Avatars: a new Summoner is given no information about what to do or where to go in order to secure pacts with the likes of Shiva and Garuda.
I thank you wholeheartedly for being willing to peruse my thoughts and hope that some of the ideas might be of use going forward as you look to strengthen further this wondrous game and its breathtaking world. ^_^
Misura
08-18-2012, 12:09 PM
Thank you for reading my message.
My desire is to make the game more approachable to a person who is completely new and may or may not yet have a circle of friends to call upon for help. Therefore, my concern is the lack of available low and mid range gear available to new players.
I would like to see changes made to the crafting system.
Specifically, I would like to see the difficulty of crafting mundane or non-magical items lessened.
For example:
Creating a set of bronze armor or bronze weaponry.
-With level 0 blacksmith the player could create the entire set of bronze armor or bronze weaponry under the Amateur rank with little issue.
-The player could gain skill up to level 10 blacksmith if they continued to craft the particular set of armor or weaponry under the Amateur rank.
-Upon reaching level 10 the player could no longer gain skill from bronze armor and weaponry under the Amateur rank and would instead need to craft armor and weaponry under the Recruit rank.
-This pattern would continue through each crafting rank. Allowing the player to craft their own basic gear.
-Items deemed magical would retain their normal crafting difficulty.
I believe that this addition would help new players become more self-sufficient and hopefully keep them motivated in playing the game.
Also, should there be adjustments to Item Augmentation of gear to make the resulting enhancements more appealing, a new player could potentially create a decent piece of equipment for themselves.
Trisscar
08-18-2012, 01:00 PM
I would like to suggest something so monumental for a future expansion it will blow everyone's minds and cause long time players to sing praises. You should be really be writing this down, because this will be the single greatest thing you can implement... Ready?
Access to the Far East.
Do fish ranking more often!
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
THIS. There are so many suggestions in this thread that there is no way anyone is going to read all of them, especially if they're all as long as some of you are making them.
Also, I've revised my original post (http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years%21?p=352860#post352860) to make the suggestions more specific than "FIX this!".
Access to the Near East.
Umm... We already have that. I'm not sure if you noticed, but there's an entire expansion set in the Near East. (Hint: It's called Treasures of Aht Urhgan.)
Sekhmet
08-18-2012, 02:26 PM
I have 4 things in particular I'd like to see implemented:
First, Give Dark Knight 2 or 3 lvls of the Elemental Celerity job trait. The devs themselves have said they would like to see drks using more magic. The best and easiest way to accomplish this would be to allow drks to cast their elemental spells faster. It would not be overpowered, simply because drks only get tier 3 of the elemental nukes anyway. What's the harm in letting them cast those nukes faster? It would give Occult Acumen more of a use besides drain and bio.
Second, I would like to see a point system implemented in Walk of Echoes. Kinda like the old Einherjar. Give participants a certain number of points based on the difficulty of the conflux. Set up an npc (perhaps kupofried himself) to allow players to spend those points on items like the WOE weapon coins, devious dice, and liminal residue. Remove the random drops completely, and let players earn their own rewards. balance the cost versus the average amount of time a full empy weapon from abyssea drops would take to get. make the dice and residue ex, so players couldn't sell them and do more damage to the already inflating in-game economy.
The gear drops from WoE could remain as is, or set them up to be bought with points and rare/ex as well. Set up temp item chests so players could spend those same points on temp items, like the way it's done with old and new Nyzul Isle. Giving players a concrete way to see their own progress is a better way to keep them doing an event, rather then the old, outdated random drop method.
Third, I would like to see an upgrade to the /yell command, allowing players in the other cities to see any shouts for events that may interest them. This would ease up on the lag experienced in Jeuno, allowing players to set the other nations as home points again, rather then having everyone afking in the streets of jeuno.
fourth, I would like more then 3 fully merited weapon skills available. Perhaps 5? so, I guess I'm asking that the weapon skill merit category be upgraded from 15 merits total to 25 merits total
Prrsha
08-18-2012, 02:51 PM
How come absolutely no one does ENM any more?
If ENMs dropped the best level 99 gear... I am sure you'd see the entire server flock to it. It's a simple carrot on a stick approach. If the level capped content had relevant items to high level jobs I'd gladly do them. Garrisons and BCNMs are fun... heck I had a LS just for garrisons and it had 50+ members in it. I'd rather BCNM my material then endlessly whack at the same mob 1,000 times while doing a headstand on windsday just to upgrade a weapon.
And once everyone else gotten those rewards, what's to entice them to help those doing it now?
Why did player's camp king bosses back in the day even though they have the drop for it? Why do people spend countless hours in dynamis just to upgrade a relic that they don't intend to get or already have? Why do people level more then one job past 99? Why? Maybe because they consider it fun? Maybe they will make gil? Maybe they like spending time with friends and like to be challenged together and survive as a group? Heck, 4 player leftt4dead 2 on expert is really really fun. The suspense of almost dying and making it through by the skin of your teeth are what make multi-player co-op game fun! If you make it too easy (like CoP), it's just wasted filler that people will yawn through.
Edit: An ingame mission or quest board would help A LOT. The #1 frustration with many people in FFXI over the years is finding people who are looking to do a quest, mission, crafing, w/e etc. The problem is not the lack of people willing to do so, it's the lack of an interface allowing players to find one another. In the past LSes were used to help people, but that is not the case anymore for the most part. Many players just shout in jeuno all day hoping someone that needs x,y,z done enters the city and decides to join in. The person that this player needs (for the above reasons) might be somewhere else passing time... farming, leveling, or even fishing in another city. Those people will never see those jeuno shouts. Some form of bulletin board is needed with an announcement system that "speaks" to players not just in jeuno, but everywhere. There should be a way to turn off the announcements too, or narrow them down with some sort of filter.
For example: I need help finishing a Rank 4 windurst mission. I post a request on the in game board for help for that specific mission and that I need 6 people. Later while I am fishing, someone in jeuno sees my post and needs the same mission done. They add themselves to the board and a message then appears in my text log: "(2/6) Playerxyz wishes to join you and assist you in your quest!". As more people post, the number rises until the predetermined number is reached, in this case 6.
If people can find people quickly and easy it will go a long way to bring the community together again and breathe life back into the game.
SpankWustler
08-18-2012, 03:16 PM
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
In honor of Producer Matsui's efforts, I would like to present this poorly edited image that is probably offensive to the entire nation of Japan for some reason I don't understand:
http://images.bluegartr.com/bucket/gallery/00abef36148154fc8c94e4104f790327.jpg
Somehow, Charlie Brown just felt like the most appropriate base.
Billnye
08-18-2012, 04:08 PM
This game has made many changes over the years. We have went from exp parties that last all night to gain a few levels to exp parties that last a few hours and gain many levels. We have gone from camping timed spawn nms for multiple hours to spawning multiple nms in an hour. This game has made progression towards a better time.
And now is not the time to stop.
I have two broader ideas of what I personally would like to see happen in the future.
1.) Continued shift of reward system.
What I would love to see happen is the continuation of gradual reward system over the "all or nothing" system that has been used in the past. Currently the legion event uses the gradual reward system. You participate, you receive points for your effort in which you can spend on gear. Assaults used the same system. I, along with many others I'm sure, enjoy getting some reward for our time spent doing an event. We have already hit the peak of grinding experience points, now is the time to shift that grind to reward points.
Just remember, people have to want to participate to gain the rewards. What I would like to see is new (and eventually old) events have a point reward system implemented where the top rewards can be chosen/obtained with enough points equal to what you would expect to be a fair time to obtain. Along with the top rewards there could be supplementary items obtainable for "legendary" status weapons/armor and the like.
Some brief examples could be:
Assault: alex and more rewards could be added to specific areas that could be buyable with assault points
Campaign: campaign points could be exchanged for ancient currency from respective nations if certain strongholds are held, if northern lands is under control, discounts
Voidwatch: each successful completion of a fight would net a certain amount of points based on difficulty of the fight. Those points could be traded to obtain heavy metal/rift items/and pulse items.
Abyssea: could add more items to bastion like notorious monster drops (glavoid shells, carabosse gems, etc)
Legion: additional new craft items purchasable with points, etc
Pretty much get the idea? Think of how the mog bonanza prize structure was, multiple tiers of rewards, but just allow players to purchase their rewards with points earned doing the events. Top tier rewards costing a lot of points while smaller less rare rewards taking fewer points.
2.) Promote server-wide teamwork
Some of the best times I have had in this game is when new content comes out and everyone on the server works together to conquer the tasks. From the multiple linkshell absolute virtue attempts, to the twinkling treants that servers had to fight, there were so many good times when we all had a common goal.
The 2nd thing I would love to see happen is the promotion of server wide team work again. There are a few ways this could be done.
One way is with competition. Back in the day The Order of the Blue Gartr had a "big kill" list. This list kept track of linkshells and how many of the harder notorious monsters a linkshell had defeated and ranked groups. This could be done the same but instead of linkshell could be done based on server. I am oblivious to how much effort it would take to do a monthly survey of certain nms defeated and such, but if it is easy to compile, the extra competition would make things interesting again.
Another way, is to bring back world spawning HNM. However, instead of 1 alliance only fights, make it so anyone can participate in fighting the stronger HNMs. Sort of like a Super version of the twinkling treants. Have them spawn once a week, and when defeated, they give bonuses to entire server, like movement speed+12% for everyone, double rewards for certain fights, etc. Just make the rewards worth the fights.
Well that's it for now, whatever you decide to do just try to remember, players have evolved, and so should the game. Good luck!
Prrsha
08-18-2012, 05:35 PM
Some of the best times I have had in this game is when new content comes out and everyone on the server works together to conquer the tasks. From the multiple linkshell absolute virtue attempts, to the twinkling treants that servers had to fight, there were so many good times when we all had a common goal.
The 2nd thing I would love to see happen is the promotion of server wide team work again. There are a few ways this could be done.
The conquest system used to be a passive form of competition, however the rewards haven't changed with the times. One could strengthen the bonuses of a country holding an area by adding more services NPCs give (or maybe a slight break on prices... maybe award set number of seals (or just plain more CP) to people who help their nation gain #1st place in an area. Also, Expeditionary Forces need to have more of an incentive as well... they have been forgotten along with garrison. Since many of those events have a level cap, low level players can feel that they have more of an impact in game if they can help higher level players during those events gain special upgrades or items to spur them on.
The focus on the game shouldn't be how fast you can get to level to 75+ to have "fun" in FFXI. You should be able to have "fun" at any level along side your level 99 friends. The leveling system should be a slower process. The rate of exp you gain per kill is about where is should be currently, however the GoV and FoV books mess it up by force feeding you tons of exp and allow an environment for AFK leveling. Leveling should have a gradual pace with gradual rewards in between, while benefiting both lower levels and higher ones... while both work together for a common goal.
What can be a common goal shared by all levels?
Gil, conquest points (used to get seals), territory to name a few... there can be tons of them, and I am sure SE has many tricks at their disposal. If you can make a lower level player feel they have an impact on the world around them, there will be no need for a mass rush to level 99.
Babekeke
08-18-2012, 06:12 PM
Tips to players posting in this thread (Dev team, no need to translate this post and pass it on):
#1. If you have 10 suggestions in 1 post and people think 1 is great, but 9 are useless, the 1 will be skipped over because noone will like your thread.
#2. I personally work on the basis of, if your thread is longer than my screen is high, it's too long for me to be bothered to read.
So I won't.
So I won't like it.
If others work on the same basis, they won't either.
So it won't get passed on to Mr Matsui.
So you wasted your time.
Babekeke
08-18-2012, 06:14 PM
They have already stated that they plan to reassess the enmity system alongside the release of Seekers of Adoulin, so that their concept for a new tank job isn't dead on release.
Anyone have a link to this?
Karbuncle
08-18-2012, 06:27 PM
If you want to earn my Love and admiration... I forgot one thing.
1) Merit Weaponskill Limitation Increase.
*Please, IF you cannot completely remove Merit Limits like Byrth's Suggestion, Can you at the very least Increase it from 3, to 5 Full Merited Weaponskills? This adds a little more flavor and flexibility.
Thank you!!!
Daniel_Hatcher
08-18-2012, 08:17 PM
Tips to players posting in this thread (Dev team, no need to translate this post and pass it on):
#1. If you have 10 suggestions in 1 post and people think 1 is great, but 9 are useless, the 1 will be skipped over because noone will like your thread.
#2. I personally work on the basis of, if your thread is longer than my screen is high, it's too long for me to be bothered to read.
So I won't.
So I won't like it.
If others work on the same basis, they won't either.
So it won't get passed on to Mr Matsui.
So you wasted your time.
Seeing as how most contain the same or similar concepts, they wont anyway.
Sotek
08-18-2012, 09:30 PM
See, this is why they should have taken feedback in multiple thread. As it is this thread is little more than a jumbled mess, with one thread to post all our feedback in we're just going to end up with a whole heap of long posts with multiple points and no coherent focus, the thread itself is going to advance too fast, leaving some posts forgotten and giving the community reps far more work than is necessary. If you've got over 20 chores to do you make a list and do them one at a time, you don't try to do them all at the same time because you just end up failing each of them.
At the very least they should copy this thread into all of the job sections so they can get clear, focused feedback on jobs and leave this thread for feedback on everything else, though I would go further and copy this thread into the Items & Crafting and Battle Content sections for Crafting/Harvesting and Endgame feedback respectively. Why nobody at SE had the organizational skills to do this to begin with is beyond me.
This thread has gained at least 3 pages in the space of 12 hours, if even a fraction of the posts are as long as my usual posts then that's just insane and if we're posting all our feedback the posts might as well be that long. Even if you make multiple posts to separate feedback on different game aspects or different jobs, you're still pushing out the same amount of text. All you effectively do is push other peoples posts off the most recent pages where they'll be forgotten by most people. At least if every job had its own thread for this the threads would actually be readable by most people, I'm certainly not about to read the past 30 pages of this thread but I can guarantee that there are repeat suggestions when it comes to jobs, if I went back and took all the RDM or SMN suggestions in this thread and ignored any repeats, I doubt the new thread I'd make with them all would even break 2 pages.
SpankWustler
08-18-2012, 09:37 PM
A lot of Notorious Monsters, possibly all Notorious Monsters added from Abyssea onward, have a fair amount of Breath Damage Taken -%. I have no idea why, but this sucks for Blue Mage and it sucks even more for Dragoon.
If nothing else, Wyvern breaths should be separated from the pool of stuff affected by Breath Damage Taken -% because using a breath is a Wyvern's only option. Wyverns are just too T-Rex-like to hold a Chatoyant Staff in those little claws, and even if they could, I've never been able to teach any of my bros' Wyvern-bros Charged Whisker no matter how many times I use it.
Normally, Dragoon only loses out on a little added damage because of this. During the new two-hour ability or a highly questionable attempt to use Deep Breathing offensively, the loss is more pronounced. Still, this is the only offensive action Wyverns undertake other than auto-attacking, so every little bit matters.
Blue Mage...doesn't lose out on much because other available options are already better options. This is part of what makes the Breath Damage Taken -% of many Notorious Monsters confusing to me.
Kimjongil
08-18-2012, 10:21 PM
Someone mentioned getting rid of embrava and perfect defense. But they failed to realize the real issue of enmity and strategy fights. Both of these JA and spells are fine. What I want gone from end game events is:
TEMPS:
Start with primal Brew. Fine 200k item is fine, but if its going to be used it should only be able to be used on one fight. There also was absolutely no reason for it in WoE. This promotes a zerg fight and to an extent solo players.
When I play healer I get bored, Everyone has fnastic and fools drinks up. Again this promotes a zerg non challenging fight.
How can people test their skill and play a game with SE, your company giving us temps on every fight and event. If we get them for events.
WoE once per real life day would be fine.
Void Watch: again once per fight, not real life day.
Primal brew: Once it is used and a monster is engaged, it can't be used on a second monster. Get rid of it in WoE. I don't like the event to be over in two minutes after starting.
Nysle isle: This is fine with temps, as you buy them. I have no issue.
Salvage temps were ok as well.
Besieged and Campaign temps were ok. But again if you put a primal brew in there a lvl 8 besieged would be over in five minutes.
We never had temps in sky, sea, dynamics and those events were fun. No temps in KC 30 550 BCNM KCNM and again these were fun. If someone did do a perfect defense it lasted one round out of six fights. So SE why do you take away the challenge and give us temps on every event? Please stop it
People zerg because its easy and requires little strategy and works in most cases. But results in little satasication and achievement. Especially if you do the same type of zerg over and over.
sc4500
08-18-2012, 10:27 PM
Adjust easy prey mobs to stop aggro's when at lv99 when walking buy them, NM's still fine, it stupid when can kill them in a few, and You guys only change it outside of abyssea ,dynamis or event type areas. Exp is no longer a issue anyways.
If want those easy prey to aggro adjust them to decent challenge.
I know you need easy prey for the weapon trials that ok, also if there easy prey then they can aggro all they want to if fighting them.
Daniel_Hatcher
08-18-2012, 10:40 PM
Please adjust FoV Augments so that while they can not be removed, you can overwrite the augments with new ones (similar to Synergy augments)
I would like to suggest something so monumental for a future expansion it will blow everyone's minds and cause long time players to sing praises. You should be really be writing this down, because this will be the single greatest thing you can implement... Ready?
Access to the Near East.
ToAU was the near east, do you mean the far east?
Godofgods
08-18-2012, 11:26 PM
In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine!
Give Tarutaru's (http://forum.square-enix.com/ffxi/threads/4662-Give-a-taru-a-leg-up!!)Stools!
The End.
http://gamerescape.com/wiki/images/thumb/2/24/Taten-Bilten.jpg/200px-Taten-Bilten.jpg
Cant even see over his own counter.. /cry
Arciel
08-19-2012, 12:38 AM
1) Allow us to replay mission battlefields.
A lot of us like to play FFXI for the missions and story, but once we clear the battlefields we cannot attempt them again unless we tag along with someone else who needs to clear it. Please allow us the option to revisit these battlefields so that we may enjoy them again. At the moment, it is only possible to re-attempt add-on scenario missions because they have rewards. I hope that we can replay missions easily. No rewards are necessary either.
2) Implement an achievement system.
It would be nice for FFXI to have an official achievement scoreboard for players to keep track of their progress in the game. At the moment, the game already records achievements such as clearing events and killing NMs (and uses this for synthetic atma in Abyssea), so I hope a similar system is introduced to cover the entire game.
I would like to see achievements for mission completion, HNM kills by category, and event clears. I also understand that titles do something like this, but they are not centralized and don't cover every aspect of the game.
3) Introduce a bestiary.
Ok, maybe a bestiary is unrealistic because of how many monsters FFXI has. But a lot of players are interested in the enemy's max HP and level statistics. Could you introduce a way for players to find out about this? It would be best if this was an ability in game. Alternatively, it would be nice if you had an article every week or 2 weeks about special monsters in FFXI and some information about them.. maybe a secret about some NMs that have not been discovered by players. I think players would be very interested to know how rich the game really is.
Trisscar
08-19-2012, 12:43 AM
ToAU was the near east, do you mean the far east?
Yeah, I did. Changed it. Thanks for the correction.
tyrantsyn
08-19-2012, 02:34 AM
In honor of Producer Matsui's efforts, I would like to present this poorly edited image that is probably offensive to the entire nation of Japan for some reason I don't understand:
http://images.bluegartr.com/bucket/gallery/00abef36148154fc8c94e4104f790327.jpg
Somehow, Charlie Brown just felt like the most appropriate base.
I approve of this message :D
Shibayama
08-19-2012, 02:53 AM
I want dancer to be made useful for more than just soloing in abyssea. I want there to more emphasis on making dancer a desirable front-line supporter. Please no more useless combat related flourishes on a 3 minute timer. Please give dancer some abilities that can really help turn the tides of a fight - some better, more potent steps (because yes, they can stack with other jobs debuffs but it's just not a big enough boost to make people want to give up an empyrean DD job slot to a dancer) and some really good, unique sambas.
And please... lets fix waltzes. I understand that the mentality behind the shared timer is "No cast time in exchange for long cooldowns) but that pretty much makes waltzes useless when you can't cure at all for 20 seconds. Keep the timers in place for each waltz but please... lets split up the timers finally. I understand that all of a dancer's abilities in the same category are on a shared timer but for waltzes it just makes them unusable, which is one less thing we can entice people into inviting us for in a party - waltzes just need to be revamped in general.
EggoWaffles
08-19-2012, 03:06 AM
http://wiki.ffxiclopedia.org/wiki/Nucleic_Implosion
Who ever created this ability needs to be fired.
First from the development team, then from a cannon, into the sun.
Thank you for your time and consideration.
Please don't ever make abilities like this, ever again. It instantly removes my urge to do anything in the game.
Hayward
08-19-2012, 04:03 AM
Overall:
*Give us events that don't require XYZ jobs to even have a chance of winning. Give players a reason to use the jobs they enjoy and stop elitists from cheapening the experience.
*If there must be an element of luck in the reward system, there needs to be a progressive component that encourages persistence. The game cannot sustain itself otherwise.
*Give people a chance to stop catastrophic TP moves, especially AoE moves (which needs to be more limited in its use). Giving NMs immunity to Stun or making the TP moves instantaneous is a rather cheap means of increasing difficulty.
Jobs:
*Summoner: No need for new avatars. Let's have final level 99 Physical BPs that outclass those of level 70 in terms of damage and accuracy. Give party members a beneficial aura for a certain time after use.
*Red Mage: There need to be a few things done to give back this job's identity. First, give the job some melee-specific Job Traits naturally (Attack/Accuracy Bonus, TP Bonus, etc.) to boost it's fighting potential. Moreover, introduce a Red Mage-exclusive (level 50+, 3 tier) Enhancing Spell Bonus Trait that gives extra Attack/Accuracy/Magic Damage when using Enspells. Secondly, Brave and Faith spells, again exclusive to RDM, would solidify the job's support aspect if it is modeled after the spells in FFXIII. A Pain-type spell would reinforce the job's enfeebling mastery.
*Paladin: I stand by my position to either raise the enmity cap exclusively for Paladin or lower the cap for all other jobs. I would also ask to reconsider the developers' resistance to raising PLDs damage potential through adding offensive job traits naturally. It would also be nice to give the job access to Hexa Strike since PLD has higher club skill than WHM (Sorry, Realmrazer just doesn't cut it as it is right now).
*Thief: Please improve Steal's success rate or just decrease it's cooldown time to 1 or 2 minutes. Other than this, I don't have much to request.
*Bard: More combo instruments would be great to lessen the inventory burden.
ToTM:
*Consider retooling the weather patterns in certain areas to give equal chance for either pattern.
*Allow Scholar's -storm spells to count toward kill quotas as long as that weather would occur naturally in the area (e.g. Thunder in Vunkerl, Gloom in Uleguerand). Also allow the spells to force geode drops while under the spell's influence.
Magic skills:
*Allow spells cast on other players and Adventuring fellows to increase Enhancing/Healing/Divine skill at the same rate as Enfeebling/Elemental/Divine skill when offensive magic is cast on monsters.
Babekeke
08-19-2012, 04:10 AM
I just saw a thread about this, and figured (if it hasn't already) it should be on here too:
I propose that an NPC should be added to convert cruor to gil directly. There's even a ready-made lore explanation--it's already been stated in the Voidwatch storyline that Jeuno needs cruor for its anti-Voidwalker efforts and is always wanting more. Jeuno is of course a very wealthy city, made even more so by the fact that they literally mint gil. It would be trivial both code-wise and lore-wise to do it and it would make our lives a lot easier. So why not?
I propose a rate of 2.5 gil per cruor, to keep in-line with the current value placed on Cruor.
Onisama
08-19-2012, 05:09 AM
Hello! I'll leave some of my requests.
1- Make it so we can merit most of the weapons skills to level 5 and not just three.
2- Adjustments to the macro system, either add more lines or allow gear sets
3- Make Voidstones fill up faster
4- Remove entirely the lamp order on Nyzul Isle Uncharted
Thank you for your consideration :)
elliondrk
08-19-2012, 05:24 AM
Good afternoon,
One of the biggest things I would like to see is an alternative trial for increasing level 95 relics to 99 relics. Suggestions for alternative trials and Umbral Marrow acquisition:
-Kill X group of mobs X amount of times with relic weapon skill. Much like the first few trials. This would make it possible for more casual players to obtain a 99 relic. That way, the trial can be done at one's leisure.
-Kill each Dynamis zone boss once, excluding Dreamworld Dynamis.
-Kill Dynamis Lord or Arch Dynamis Lord X amount of times (3-5). Might make it easier to find a group willing to take him out since technically, no one would be screwed on Marrow drops for the 95 -> 99 relic.
-Make Umbral Marrow an uncommon or rare drop off of regular demons in Dynamis-Xarcabard. No procs or anything, just a regular drop.
-Make 1 Umbral Marrow a 100% drop off of regular Dynamis Lord.
Keep the Umbral Marrow in place for the Afterglow versions. I usually only play with 2-3 people at any given time, and finding help for *5* Umbral Marrow is nightmarish. No one wants to PUG it since people get screwed, and people only look for certain jobs for ADL. Keep in mind that this next part isn't an attack, but players gouge the price of the Marrow to 20mil+, which makes it tough to buy. Having to pay 100mil+ for ~10 damage rating, increased ODD chance, and +5 accuracy or attack isn't worth it, especially since relics are supposed to be one of the easier weapons to upgrade from 95 to 99. That ends my part for Umbral Marrow/Relic trials.
Other things that I'd like to see:
-A High-Quality graphics engine.
-An option to change race. This would include stats calculations.
-A gear remodeling option. Take a piece of gear and make it look like another.
-A gear dyeing option. Some of the gear looks bland, but some would look better if given the option to change the colors
-An option to change name or reacquire an old name if the name you want is not only taken, but is also on an inactive account. Both criteria must be met so no one that has an active account gets screwed.
-Weapon Combining. A process where one would take a higher level weapon of one type and combine it with an equal or lower level weapon of the same type. It would take a portion of the damage rating of the combined weapon and add it to the damage rating of the higher level weapon. The bonus stats from the combined weapon would also carry over. However, limit the stats that would carry over to Relics, Empyreans, and Mythics. This would give a slight edge for those who don't want to obtain these weapons.
-Make newer jobs able to wield relic weapons.
Rosalie
08-19-2012, 05:38 AM
Next time there is a Vana'fest, I want an interpreter on the community staff feed while the Developers' Talk happens and not a lame recap when it's all over and cool stuff is happening on the JP feed. My entire linkshell was asking "ROSA WHAT ARE THEY SAYING" while we watched the Japanese feed of the Developers' Talk even though I was one of only two people in the whole shell that knew even halfway what was going on with the panel.
Teraniku
08-19-2012, 07:00 AM
Give Tarutaru's (http://forum.square-enix.com/ffxi/threads/4662-Give-a-taru-a-leg-up!!)Stools!
The End.
http://gamerescape.com/wiki/images/thumb/2/24/Taten-Bilten.jpg/200px-Taten-Bilten.jpg
Cant even see over his own counter.. /cry
Don't Forget poor Lageegee in Aht Urghan Whitegate!
Miloki
08-19-2012, 07:20 AM
First, thanks for caring enough to ask us. We appreciate it.
I have a few things to share.
o Skillups in Campaign. Skillups were made easier awhile ago, but Campaign is the lone holdout...I would like to level my jobs in Campaign, but I don't like to be so far behind in skills. Skillups should be on mobs only (not towers), but the XP nerf in Beastmen owned areas (which involve alot of tower smashing) should be looked at. The problem that led to the change years ago really no longer exists. I can get more xp off of a dynamis XP scroll.
o Obviously Neo-Nyzul is awful...but the idea is cool enough to save. Just ditch the randomness...either save progress like original Nyzul or something else so groups can hack away at higher level floors rather than always trying to climb 1-100 every run.
o I agree that lamps either need to go or be changed to something less hokey...The lights should not turn on until everyone has activated their lamps and then you get immediate lamp light ups if you click in the right order. There isn't enough response from the lamps to undertake them without Vent, other third party tools..and god forbid you have a language barrier...
o Its been said, and said again. Geodes should be either craftable, gardenable, *DIGGABLE* (more in a min) or drop frequently in Voidwatch.
o Choco digging. Needs an update. Full disclosure: on my two accounts I have both an A10 and an A15 digger, so I have done this hobby quite a bit. It used to be awesome during inflation, then it was pretty good after the initial changes, then it was great again with digging body pieces from chocobo games, then it became kind of bleh when the usual money items became the preponderance of drops in Abyssea/Voidwatch.
Choco digging (and also gardening) used to be great because you could obtain items that were pretty hard to get. Many came only from higher KSNMs. I used to dig primarily for stuff to craft with and saved a ton of gil doing that. I suggest that geodes be diggable either in single or double weather (might be dicey with the lack of dark/light/ice weather in diggable zones, or that *AND* day of the week during particular moon phases (hopefully not ele ore moon phase, but I would appreciate adding geodes to ele ore dig times). While it might be too much to ask that Heavy Metal Plates become diggable, that is exactly the kind of way to increase the supply of those things.
o I understand that Atmas are key items, and like all KIs they have a #number associated with them for storage within the game. I am curious if this couldnt be organized by the played (or...maybe...you guys?) to be something a little less hopelessly random. Alphabetical? Its so random I can't even tell what order they are in (if any), but even organized by what zone they came from with extras at the end would be good. This or give us user-stored sets we can select from in the NPCs menu. I could get by with about 5 stored atma sets...
o New Salvage. Take your time, and make it right please. We don't like random stuff, and we don't like luck based success. I already made a post about the proposed unlock system...I just ask that you remember that we enter with varied jobs who need varied quantities of unlocks. Don't leave us hangin without a decent way to get sufficient pathos unlocks. Also...remember that at least a part of why the original Salvage was successful was it was the premiere endgame event for quite awhile. A new salvage wont succeed *just* because it is new...basically see WoE.
o Finally...Mythics. Everyone wants ease of obtaining, etc, etc..Just something commensurate with Emps and Relics. Moreover, they need to suck less. Only a few of them are still worth getting. I'm sure Rune Knight and Geomancer's Mythics will be pretty good, the same way how Cor/Dnc/Pup relic is better than most jobs relic. Take that time as the opportunity to improve mythics overall, then make 'em a bit easier to get. 20k per Alex is nuts with all the quests involved in mythics as well.
All I got really...I hit the like on everything I saw that was good in this thread...hopefully some of these ideas people have get some attention.
Almalieque
08-19-2012, 08:20 AM
Allow players to choose what level to sync to either via GoV/FoV books or a NPC. If "balance" is an issue, only allow certain levels to be chosen in certain areas. For example, allow players to choose a level between 20-25 in Qufim Island to sync to.
TheBarrister
08-19-2012, 11:00 AM
1. Do not bring Evoliths back. This was not a fun system, and no one did the content. Materia from FFVII was a great idea, why not ditch the entire Evolith system and start over with this? Perhaps it could be used to infuse Atma/Atmacite like buffs.
2. Get rid of timed spawns. Everywhere. It's a pain waiting real life time to be able to do content. Especially in line behind people who have apparently endless amounts of time to play this game.
3. revamp campaign or add another battle system like that for lv 99, was tons of fun at 75 we need another!
4. an improved way to organize sets of gear (i dont mean storage slips) i mean from our reg inventory/mog house storage etc. i dont have the answer Oo but current inventory is like one huge mish mash and god forbid you have to auto sort ;;
5. allow at least double amount of mailing slots ...sheesh
6. thf treasure hunter should affect rare/ex item drop rates immensely
7. bst: omg please allow us to control what target a pet fights when multiples are about. having to re-sic to the specified target 30x is highly annoying and pointless. they should stay on the target i specify, always.
8. increase mp and hp regen when kneeling 5 fold ,i cant believe after this many years its still this slow good grief /cry as i watch paint dry faster. even if its only when no one in pt is in battle for those that may say it would be op in some way Oo... just please, increase it when out of battle (everyone)
9. whm should have spell to remove raise sickness on party long cd of course, but it should be there ^^ /runs away.
10. Make it easier to log into this game.
11. Do not cater towards the ultra-casuals that don't play very much, but post a lot on here. We don't really need new exp systems and we don't need a lot of quests/missions/content targeted towards players that aren't 99. There are 10 years of this content that you've already developed.
Czeph
08-19-2012, 11:06 AM
Firstly, thank you for taking the time to do this. As you have probably realised by now, this means alot to the ffxi community as a whole.
What I would like to see:
1) The enmity system repaired.
My thoughts on this: Increasing the enmity cap significantly, and scaling tanking abilities enmity generation to make it more realistic for a tank to hold hate from DDs with sufficient effort.
2) customisable equipment sets that can be called by a single line command in a macro.
My thoughts on this: Creating a form of data that would be stored on the client machine thereby only being limited on the number of sets by size of the client computers hard drive or other storage medium. The file should be able to change every piece of gear in one macroline. A macro for the job ability rampart would look like this for example
line1: /equipset equipsetname <wait 1>
line2: /ja "rampart" <me> <wait 1>
line3: /equipset tpgain
The alternative would be to allow infinite lines for writing macros, but limiting certain things from multiple repeats. So for example, only allowing 2 instances of /shout or /yell in a macro, allowing only 1 instance of /fish and so on. Where as you would be allowed an infinite number of lines for /equip, /ja, /ws. /ma is more difficult to cope with, perhaps allowing only 3 instances of /ma in a single macro?
3) Either a)the ability to equip armour from a mog satchel and mog sack, b) a significant increase in the ammount of carryable inventory a player can hold and directly access, or c) a second tier of items such as items2.
my thoughts on a): This would presumably be possible to implement cross platform due to the fact it's essentially recycling the items code for 2 additional locations, I cannot imagine it being a hugely difficult adjustment to implement.
my thoughts on b): This would certainly be a more popular option, I understand there are limitations upon the playstation 2 console, however offering a version for the playstation 3 would take minimal effort to release on the playstation network as a port of the playstation 2 version, but with minor adjustments removing limitations of being a playstation 2 game, perhaps the pc version would be easier to port accross to the playstation 3 platform?
my thoughts on c): in this scenario it should be as simple as adding in the mog sack feature was but with the code differing to work in the way that the items inventory does. I would suggest having ctrl+I bringing up one form of inventory and alt+I bringing up the other form of inventory for keyboard users. Since I understand that customisable configurations are in the works, it shouldn't be too much of a stretch to allow the method to call this via a button press for gamepad/console users without a keyboard connected.
4) correction of the minor bugs in the game.
My thoughts on this: Throughout the world of vana d'iel, there are certain areas where it appears as though you have run into an invisible object that stops your character dead in it's tracks where there is no visible reason for it. I made a report under in game bugs and no action has been taken to my knowledge.
There are some points in sea where ul'phaubo and om'phaubo beneath the surface of the water are able to pass through what players perceive solid impassable objects, I would call this a collision detection error. The number of steps in the game that are needlessly difficult to climb also requires some attention, a player can find it impossible to go up steps that wouldn't cause problems for a small vole to climb, and this cannot be working as intended.
There is also a moogle that appears to be identical to the one inside my mog house that spawns in a few random places and despawns when approached, however if you can converse with it before it despawns it behaves like the moogle inside the mog house.
All issues from 4) have been reported under the in-game bugs section and have not been addressed.
5) I would really like to see improvents via trials of magian for mission/quest reward items.
My thoughts on this: chains of promathia rings gaining an extra point to each stat per trial. I suggest +8 being the final number on the stats to be applied if the job it is worn on is 99. The ethereal earring could go up to 11 attack and 11 evasion with 6% of damage taken being converted to mp. I won't list every item in existence that it can be applied to individually, but I would suggest applying it to any mission reward item.
6) I would like to see paladin's damage potential whilest using a great sword increased to bring it to a point where it can act as a damage dealer comparable to other damage dealers that currently exist. The paladin would still not be able to tank in this scenario, however it would allow for a paladin to fullfill a role in a "zerg" situation whilest not augmenting it's damage dealing ability whilest fullfilling a tanking role.
This is purely a selfish request, however I feel it would be worthwhile to implement since most jobs are capable of behaving defensively and aggresively to suite a situation.
I hope I have given enough detail to work with should my ideas be taken into consideration. Thankyou for your time.
How I feel about some of the suggestions I've seen:
http://cdn.memegenerator.net/instances/400x/19796377.jpg
Keinn
08-19-2012, 11:23 AM
Feint's current description says additional 25% chance to proc Treasure hunter per additional merit.
I want this to be true.
Sunrider
08-19-2012, 04:02 PM
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!Thank you for the update.
I must disagree about the need for brevity, as some issues (such as RDM, which is clearly an important point to some players) are too complex for a simplified solution. The job can't simply be fixed with a few new spells or an extra 100 STR. Therefore, a comprehensive examination of what we think is wrong is necessary in sharing our desires with Mr. Matsui.
Tennotsukai
08-19-2012, 04:37 PM
Fixes I feel need a look at:
1. Blue Mage - Many spells are either labeled wrong or just do not work properly. Tourbillion and Barbed Crescent are examples I can think of. Unbridled Learning spells are not remarkable enough to warrant a 5 minute recast time. I feel that charges would fix this problem. Also, too many spells to have to proc in Voidwatch. Reduce the number if possible.
2. Red Mage - Definitely, there needs something done on this job. New spells or abilities would help. An ability that gives AoE capabilities for refresh II or temper, or an ability like x-magic used by red mages in other ff games. A spell like Faith would be interesting.
3. Summoner also has some issues that need tweaked. There should be a new bloodpact ability for all summons, or an ability that resets all bloodpact timers to 0:00.
4. I also feel like Dark Knight needs better survivability, and Dragoon's wyvern needs more survivability.
That's all I can think of right now. Tired....
Keinn
08-19-2012, 05:05 PM
Please fix Bastion.
I want the enemies to stay until we win or die trying, rather than sneaking by you to instantly steal the core and run 95% of the time.
Damane
08-19-2012, 09:08 PM
General things that need fixing:
- Enmity system: The enmity System was build for up to lvl 50. The system itself is now at lvl 99 flawed, which makes it i think harder for the developers to implement challenging fights that dont require zerging or perfect defense. The Revamp of the Enmity system would benefit not only PLD and NIN as tank (also RNF the new job), but it would also benefit the Jobs that have Enmity Control Abilitys like DRG and THF.
Possibility 1: uncapp the Enmity for all jobs
Possibility 2: lower the amount of enmity gained via physical dmg dealt.
- Auction House: Revamp the amount of items you can put up on the Action House, as it stands you can only put up 7 items on the AH. Many people just sell items to the NPC, because its tedious to sit on 20 items to wait until the 7 others sold. Those are potential crafting ingridients lost and it would ease up alot of things for players.
Allow players to put up 15 items on the AH.
- Lag: Currently alot of players suffer significant Lag when the encounter obstacles like: Avatars, Confluxes, Maws, to some point even the new WSs. Pls try to fix those Lag-Spikes CPUs get. It really is not enjoyable to be lagged out of events or to die to somethign due to lag. I think most players agree that glowing avatars, maws etc. are not needed, when it comes to makeing the gameplay experience better.
The same can be applied to the new Macro icons, there is a huge delay before macros show up. This issue is present since the Revamp of the UI happened.
Battlefield adjustments:
- Einherjar: Reduce the wait timer from 72 hours to 24 hours. People shouldnt be restricted to do events they want, because SE thinks they want to be "dicks" and just lengthen somethign by restricting entrance. People would enjoy the game more, if they could do anything they want when they want.
Additionaly abolish the minimum requirement form 6 persons to 1 person.
- Limbus: The same problem here as with Einherjar. Reduce the entrance time from 72 hours to 24 hours. People shouldnt shedule their RL around the game. The game should offer to freedome to do things WHEN YOU THE PLAYER wants it.
- Salvage/Assault/Nyzul Isle: Abolish the minimum requirements of entrance from 3 persons to 1 person. People should be allowed to do old content solo.
- Voidwatch: The greatest thing Voidwatch ever brought to FFXI was easier transporation means. But I dont think players should be left out of Transportation because they didnt clear Voidwatch. Pls allow players that didnt yet clear the VW path, to have the same teleportation service other people have. This would help all participating players immensly and reduce wait time. People sometimes get excluded because they dont have a Teleportation to a VW camp. It would be a step into the right direction of makeing voidwatch more accessable.
- Legion: This event is as it stands atm a total zerg fest. Reasons: HNMs are insanely overpowered, some of them can only be touched with Perfect defense on. Fighting the HNMs in the tradional way means you will time out definitly. pls consider those changes:
lenghten the event time from 30min to 1 hour. Consider some changes to some of the NMs that can basicly dickmove a whole alliance. I dont care if they still hit like a truck, thats ok, but Ability moves that wipe out a whole alliance with no chance of recovery are garbage.
- Treasure: This is in General for the new Producer. Please restraint from adding such LOW doprates as we have seen in Voidwatch, there is nothing more discouraging for Players to go fight somethign 50 times and get out with NOTHING in your hands. It makes people leave the game.
Feint's current description says additional 25% chance to proc Treasure hunter per additional merit.
I want this to be true.
More then likely 100% increase in chance not 100% chance to proc 100% increase of 1% is 2% hence why you probably never notice the diff...
xiozen
08-19-2012, 10:46 PM
I would like something done about Assaults. Its very difficult to find people to do all of the Assault mission; those new to the game have an even tougher time---not to mention if you are working on or would like to work on a Mythic Weapon, the requirements require going through Assaults twice.
I can somewhat appreciate how this system was established initially, but times have changed and getting through all of the Assault missions (not only once but TWICE) is daunting and poses quite a challenge. Is there nothing that can be done to alleviate this or make it less cumbersome?
Mirage
08-19-2012, 11:06 PM
I think old nyzul and assaults shouldn't require tags, letting us retry as many times as we want each day. Either that, or make another type of tags that work for old nyzul and assault, but regenerates much faster than the tags for new nyzul. Perhaps 2-3 times faster, and/or let us save up much more than 4 of these at a time.
This would help players that weren't active during the ToAU days get through the old content faster. Currently, it is pretty hard to find people to help you do this old content, because helping people with old nyzul means you have to spend the tags you were planning on spending on new nyzul, where the rewards are much better.
Additionally, the few times you actually manage to get help with old nyzul and assaults, it is pretty annoying that you can't do more than 4 in a row. Who knows how long it will be until next time you find someone to help you?
This is old content where very few of the rewards are relevant anymore. There is no harm in letting people get through it quickly anymore. It's not making the event harder or easier, it's just making it less time consuming.
I could take myself as an example, but I doubt I am the only one this is true for. I haven't done more than like two assaults ever (excluding nyzul), and the rewards from it means I would never spend my tags on them, but rather save them for old/new Nyzul. If I could do the assaults freely, I would probably do them, just for the sake of having finished them. This makes the game more fun for me, because there is more variety in things I can do. At the same time it doesn't unbalance things or make certain good items too easy to get, because whatever I can get from those assault points aren't exactly in high demand anymore.
KigenAngelios
08-19-2012, 11:24 PM
Moblin Maze Monger's weather should count towards trials.
We should be able to get skill ups in Campaign.
Reward items (like Tamas Ring, Rajas Ring, etc.) need to be upgrade or be upgradeable.
Avina
08-19-2012, 11:36 PM
I think something I would personally like is much more regular follow-ups from the producer, like they have going on over at XIV. I think that the way how Yoshi-P interacts with the community really unites them, and they feel like they know him and that he is reachable and listening to their comments. I think the devs here on the forums have gone MALMS to improve this and I think they are doing a great job. I think just a little more from the big man himself would be very welcome, and topics such as these where he is reaching out are great.
In terms of specific changes that I would like to see... I'm a big fan of content in the past that no one seems to do anymore and with the trend that the game is taking, people just don't do these events anymore and I'd like to do them, just for... the experience of them. I think they also would be attractive in bringing in more players if such events were easily accessible and didn't require an army of players which you just aren't going to get. So specifically, remove caps from things like,
Garrison, Eco-Warrior, Expeditionary Force
These days, the above events are outdated, but I dunno, for completions sake I know of a few people who'd like to do them. It doesn't seem like uncapping/making these easier to initiate on your own should be all that difficult or unreasonable; its not like you get anything game changing from these.
Leveling
I think the current burn style of leveling makes a lot of the game, zones, irrelevant. SE has shown resistance to placing a cap on Abyssea. Rather than place a cap which I feel would generate a lot of rage, perhaps give more incentives/rewards/cash out for grounds of valor pages. Just something to boost the attraction of traditional exp parties to make it alluring. Truth is, exping is a LOT faster even outside Abyssea, but many just opt to sit in Abyssea and let their characters get burned up. I think a lot of this has to do with that there just isn't much incentive in the game to level any other way, and perhaps with more gil, more conquest points, etc, being given to players for leveling in a traditional way may go far in changing that. This would also help new players get into the swing of things as well, especially if you were to award more cash for completing regime pages.
Conquest Points / Sanction rewards / etc...
I think these need some new, good gear to be updated with the times. Doesn't need to be the best stuff of course, but I think that adding some new, decent gear options as rewards for Conquest points and whatnot would bring more action into those areas. Something decent but not better than anything requiring significant challenge.
Old Long Spawn NMs
There are tons of NMs out there, such as King Vinegarroon, Biast, etc... that just aren't camped anymore because they are outdated. I'd like to see these NMs which aren't really in competition anymore pop significantly more frequently and not under such stringent conditions such as weather.
Crafting (and Inventory)
I think crafting needs to be improved and made easier. The days where it was highly advantageous to have are long gone. People do it now for the novelty of it or to get an item no one makes anymore. Just increase the skill up rate. With regards to inventory, these sorta go hand in hand. Make more items stackable to 99. Make items that aren't currently stackable, stackable to 99, such are ore, logs, etc. If you actually do decide to go out and harvest for a change you are going to get shot down quickly as your inventory piles up. Yeah, you can send all your battle gear to yourself through your dbox and have to deal with that nightmare later, but that isn't a fun process and its very time consuming. One thing I have enjoyed about the crafting system in my little stint on FFXIV is that it has a setup like this. Ores stack to 99, so I can run around and play the game and have fun, and check back later and wow, I have 58 ores or so from leves, mobs, etc, just chilling in my inventory. Then I can craft them up and put them to use. It makes crafting both appealing and easy to do, as opposed to having to specific decide to go out and farm these things.
If the GAIN was there, like, if there were godly rewards to getting your craft to 110 still like there were in the old days, I can understand making the climb arduous. There just isn't anymore with so much compareable gear coming 'free' from doing endgame.
Sekundes
08-20-2012, 02:05 AM
Menu consistency is a small fix that would make this game much more playable.
Why is it that when you want to say yes to something, sometimes the option is defaulted to yes, and sometimes no or sometimes the option is on the top instead of the bottom? Staging point warps, conquest warps, confirmation screens... There are so many variations.
I'd also love a little HUD when doing synergy that displayed elemental levels, pressure and such rather than getting spammed with chatlog notifications.
Connavarr
08-20-2012, 02:20 AM
I'm not going to go in a long post about the various changes that I'd like, as I've seen many others post along the same lines as what I'd like. So, I'mma just say please add a race change option. It could be done like the world transfer service, one time fee, can't change again for 3 months.
Make it happen, SE. So easy to implement, people want it, and ya can make more money. win/win for all.
Mirage
08-20-2012, 02:24 AM
Hey it would be cool if we could get more colors for each hair style too. Dunno if that's possible to do at all though. There would need to be a way to change your colors too in that case, of course.
Almalieque
08-20-2012, 02:32 AM
Chocobos
Allow us to manually race our chocobos with incentives, such as points to obtain special gear. This gear can be "flee effect" in certain towns, battle related gear or purely cosmetic customs.
If possible, allow us to fly our chocobos so we can go over creeks, rocks and other things that hinders simple movement. They do not necessarily need to fly high, just high enough to where we don't have to do detours in order to get to where we are going because we can't "jump".
SharMarali
08-20-2012, 04:07 AM
A lot of people have remarked at length about the limited utility of Red Mage. I agree with everyone. Red Mage was my first job in FFXI, and it saddens me to see it reduced to being a job that no one has any reason to select to participate in group activities. I have a few suggestions for how Red Mage could potentially be improved.
Option One - More powerful enfeebling magic
Give Red Mage a job ability on a relatively low timer (5 to 10 minutes) which would greatly increase the power of enfeebling magic. By "greatly increase the power," I mean making existing enfeebling spells comparable to what some monsters in the game are already able to do: Many monsters are able to use versions of Bind and Sleep that are not broken by dealing damage, paralysis which is significantly more potent than what players can cast, etc. While this job ability is in effect, grant Red Mage access to enfeebles that are not currently in its arsenal, such as Stun (technically a dark spell rather than enfeebling, I know), Break, Frost/Choke/etc (again, technically elemental spells, I know).
Option two - Increased damage dealing capabilities
Give Red Mage job abilities with recasts that are shorter than the duration, just like Hasso and Seigan. One job ability will greatly increase Red Mage's attack power, speed, and accuracy at the cost of extremely reduced magic accuracy, casting, and recast times. While this job ability is in effect, Red Mage's proficiency with a sword would be similar to that of Blue Mages but with a huge penalty to its support capabilities. The other job ability would add an increase to magic accuracy, spell potency, and spell duration at the cost of greatly reduced evasion and defense and increased enmity. While this job ability is in effect, Red Mages would be able to enhance, enfeeble, and nuke more effectively, but would quickly draw hate and die in very few hits.
Sorry first off for being late to this thread, and also if I repeat stuff suggested by others, but these are my suggestions. I wish there was a way to allow people to thumbs up just the ones they like without spamming a lot of different posts... but c'est la vie.
1) More food selection for mages: Obviously this isn't a crushing priority, but it would be super nice if there was magic attack bonus, fast cast, magic accuracy, and cure potency food. Most food is very mediocre for mages. Maybe this would be overpowered, but a rather expensive food that adds haste would also be really cool, especially if it counted as JA/magic haste rather than gear haste. I'd also LOVE food that improved the rate of learning blue magic - similar to the AF gloves.
2)Let pet jobs shine:After the BST Treasure Hunter nerf I felt very discouraged, because it seemed like the attitude of the developers was negative towards this and other pet jobs. Plenty of jobs share traits, but BST was singled out for the one thing that had really improved it, even though we had to pay a lot of gil for our treasure hunter.
I understand that the developers are worried that if pet jobs are allowed to get too powerful they will overwhelm content, but as it is, we don't excel at anything (SMN at least has enough procs to be invited to voidwatch) - and we are not desirable in parties for the most part. Please consider boosting the power of pet jobs, especially BEASTMASTER because right now it is not balanced.
Suggestions for improving BST (may also help other jobs):
a) Add dual wield 1 at level 99: This suggestion may seem silly because dual wield 1 doesn't give much advantage in terms of how fast one can swing. However, BST loses LOTS of power if it doesn't have dual wield on. I feel like I can never have a subjob besides NIN and DNC because without dual wield I lose too much of my pet's power (dual wield magian axes are really the only reasonable choice for a bst). If I had dual wield naturally I could choose a sub job that may be better for the situation. Most of the time it will still make sense to have NIN or DNC subjob for faster swinging, but it might be nice to have options that don't reduce the defense of my pet.
b) More haste for our pets: I am sure you are familiar with the way that players in this game increase their damage. One of the biggest ways they do that is through increasing the number of times they hit in a given amount of time. As I am sure you have noted, this is usually the single biggest way that players increase their damage.
Pet jobs have their damage output spread between them and their pets. This means that players with pets fall VERY FAR behind in damage in high haste environments. Given that MOST PARTY situations are high haste environments, this makes pet jobs UNDESIRABLE in parties.
Please consider:
i) More gear options that add haste to pets: Right now there is very little selection of gear that adds haste to pets, especially gear that also enhances the master. Please consider adding more Pet: Haste on gear that also adds Master haste. (Moepapa stone is quite nice, for example)
ii) Finding some way to help pet jobs keep up in high magic/JA haste environments: I realize it may be considered overpowered to let pets get the effect of haste samba, marches, haste spell etc, but something needs to be done to ensure that BST can keep up as a DD in party situations.
Perhaps get rid of TAME which is useless and give us a Job Ability that adds a significant amount of haste to our pet. Even if it can only be on half the time, it would be way better than what we have now.
Maybe even a blu spell that could target pets with haste would be neat. I don't know, but I would really like to see BST be more desirable as a damage dealer, and this will never happen if half of our damage can never get magic/JA haste.
3) More Pet: XXX gear: There is simply not a lot of gear that enhances pets. I'd like to see more REAL options in every slot. It would be great if it was NOT all either useless, rare/ex super low drop rate from alliance only monsters or so hard to get that it costs millions of gil.
4) Please consider casual players more when you make content: As someone who cannot play endless hours I often feel that I cannot participate in group content because I haven't participated in group content and gotten better gear. It is a catch 22. I don't want to be a drag on my alliance or laughed at for having sucky gear but I need to be in the groups to get the gear. I can't win.
Please consider having more "good" but not "the best" gear for more casual players, that can be bought on the auction house.
I understand the need to cater to people with all sorts of playstyles, which is why I am supportive of the idea of having low drop rate/difficult to get gear for people with the time to get it. But there should be good gear available for those that say, don't usually have time for longer play sessions, but can perhaps farm the gil up to buy gear on the AH.
I think old nyzul and assaults shouldn't require tags, letting us retry as many times as we want each day. Either that, or make another type of tags that work for old nyzul and assault, but regenerates much faster than the tags for new nyzul. Perhaps 2-3 times faster, and/or let us save up much more than 4 of these at a time.
This would help players that weren't active during the ToAU days get through the old content faster. Currently, it is pretty hard to find people to help you do this old content, because helping people with old nyzul means you have to spend the tags you were planning on spending on new nyzul, where the rewards are much better.
Additionally, the few times you actually manage to get help with old nyzul and assaults, it is pretty annoying that you can't do more than 4 in a row. Who knows how long it will be until next time you find someone to help you?
This is old content where very few of the rewards are relevant anymore. There is no harm in letting people get through it quickly anymore. It's not making the event harder or easier, it's just making it less time consuming.
I could take myself as an example, but I doubt I am the only one this is true for. I haven't done more than like two assaults ever (excluding nyzul), and the rewards from it means I would never spend my tags on them, but rather save them for old/new Nyzul. If I could do the assaults freely, I would probably do them, just for the sake of having finished them. This makes the game more fun for me, because there is more variety in things I can do. At the same time it doesn't unbalance things or make certain good items too easy to get, because whatever I can get from those assault points aren't exactly in high demand anymore.
Not that I am not in support of this the idea, I just wanted to point out a small flaw, Nyzul tokens would become insanely easy to obtain, not that mythics do not deserve to be ever slightly easier to obtain especially considering they were meant to be the poor mans relic (yeah you really failed on that one SE)
Treymok
08-20-2012, 05:12 AM
Just some points that may have already been made but due to my lack of being able to pay attention longer than 20 mins reading the forums I have decided to post what I have came up with after reading 6 pages and go back to playing the game.
1. Inventory Space.... Whether it's consolidating Inventory/Sack/Satchel into one location or adding slots or changing how things stack. The lack of places to stick gear for my 20 99s makes most of them unplayable due to the time sink of swapping out gear. Something like a 300 yalm 1500 ponze fish I expect to take one slot. A log should not in comparision.
2. Atma Sets... Yes I did see this one already but wanted to emphasize how useful this would be for players who play multiple jobs.
3. Weaponskill Merit Caps... Shouldn't be one... Get rid of it.
4. Retainers... One of the only things I liked about XIV was the retainers. As someone who loves to craft it would bring me loads of sunshine and rainbows if I could "set up shop" and sell my junk. I understand the type of load that this would create on the servers but honestly those servers have been under-loaded for some time. Maybe make it difficult to obtain one? Not sure how to proceed with this one.
5. Graphics... DO something about how the game is presented.... FPS locked at 30 is annoying. The game relies more on the CPU then the GPU. This is 2012. What is the point of updating the UI and not going the extra mile as far as graphics.
Thank you for your time and consideration,
Treymok
Mirage
08-20-2012, 05:23 AM
Not that I am not in support of this the idea, I just wanted to point out a small flaw, Nyzul tokens would become insanely easy to obtain, not that mythics do not deserve to be ever slightly easier to obtain especially considering they were meant to be the poor mans relic (yeah you really failed on that one SE)
If that's a problem for SE, I just came up with this super brilliant idea:
Make army tags optional for old Nyzul. If you enter without spending a tag, you get reduced/no Nyzul tokens for the run. Maybe do the same for other assaults too. If you just want a clear or if you're helping someone, just enter without using a tag. If you want points/tokens, enter with a tag.
Besides, if you're going for a mythic, I doubt nyzul tokens is what slows you down the most anyway, so we're not really removing the real bottleneck if those become easier to get.
bungiefanNA
08-20-2012, 05:35 AM
On that note: Could you please employ a translator at the JP support center? or at least allow the NA support people to handle these accounts? I haven't been able to log onto my JP account that I've had since 2003 for almost a year now because I can't get anyone to help me out there. Just unlink the damn account so I can attach it to my NA Square Enix account >.<
I fought with them via Google-Translated email for 8 months to get that. It's a one-time thing, but they can do it. I could try to post the compiled email for what I had to do to argue my point. My POL account still shows up as JP, but is now linked to my NA SE account.
It's not a matter of logging in, it's a matter of paying the fee, since you have to link a JP mailing address to your SE account to enable Crysta. The only way to buy Crysta outside of Japan, since they stopped taking non-JP credit cards in 2009, is to buy WebMoney cards from SuToCorp at a 10% markup, or have a friend in Japan buy the cards for you.
BTW, back before NA release, the JP support center spoke English. They stopped taking English calls/emails when the NA PC release happened.
Dawnn
08-20-2012, 06:07 AM
Please give samurai a more aesthetic looking, functional polearm! The "Couse" model is old and overused! Tomoe looks awesome, I'd love to see more traditional eastern looking spears!
Trigun
08-20-2012, 06:45 AM
1. Please make Galley kitchen easier to craft. All the high level crafters on my server fear it's difficulty and are not willing to try it. It's the last piece I need to complete my Mog house.
Greggles
08-20-2012, 07:13 AM
I would personally like to see the ability to obtain runes for Moblin Maze Mongers that allow weather for the duration of that maze -- with or without geode drops, doesn't matter to me.
My reasoning for this is that because fire, and light weather(somewhat dark weather) are incredibly rare, forcing you to use the day for the trials when the other elements have a lot of areas accessible to get the weather bonus on kills. This makes those trials(especially fire weather trials) a huge pain in the ass. This would fix the trials by making all weather equally available if you choose to do MMM, making the very annoying trials a lot less annoying while leaving the easy ones still just as easy
If that's a problem for SE, I just came up with this super brilliant idea:
Make army tags optional for old Nyzul. If you enter without spending a tag, you get reduced/no Nyzul tokens for the run. Maybe do the same for other assaults too. If you just want a clear or if you're helping someone, just enter without using a tag. If you want points/tokens, enter with a tag.
Besides, if you're going for a mythic, I doubt nyzul tokens is what slows you down the most anyway, so we're not really removing the real bottleneck if those become easier to get.
Yeah, from what i understand now a days a 6 man group can get about 5k tokens a run soooooo yeah we all know the real hold ups for mythics, wish the dev team would actively acknowledged the issue though.
Also the Tomoe was a very aesthetically correct pole arm for sam, since it was a Naginata.
Demon6324236
08-20-2012, 09:09 AM
I would like to see a progressive system for events based on luck, something similar to Neo-Nyzul's ability to get 25 wins for easier floors to still obtain good pieces of gear. However I would like it to be in place for VW, I envision something like a point system, so that after some time, rewards can still be obtained even if you have been unlucky up to that point. My idea is shown in this quote.
I have posted this idea in many other threads in the past however this is a more in depth look at my idea and how it could be implemented. It has been adjusted to go with current and upcoming changes being made to VW since the idea was originally presented. This is my Voidwatch Ticket Point system!
1 ticket is awarded for each win against a VWNM. Tickets are exclusive to a NM, and are locked to the rifts in the area the NM is spawned in. For instance, when fighting Kaggen in Qufim Island, you will get a ticket for Kaggen's items only upon winning a fight. Also you may only spend these tickets when at one of these rifts. If you are in Lower Delkfutt's Tower you will not be able to spend Kaggen's tickets, instead they will be Akvan's tickets, and only ones retrieved from Akvan may be spent.
Tickets should be just as cruor is, when finishing a VW fight, you will be told the amount you have with the 1 you earned. With enough blue light, such as 500%+, you would earn 2 tickets. Also the amount of tickets you have are only seen at the proper NPCs, or rifts.
To show an example of how a chart would look for drops, I will use Kaggen and its drops.
Example:Kaggen
Notable Drops
-Mekira Meikogai
-Phasmida Belt
-Kaggen's Cuticle
-Mantis Eye
-Heavy Metal
Ticket Buy List
-Mekira Meikogai = 100 Tickets
-Phasmida Belt = 75 Tickets
-Pulse Cell: Me = 35 Tickets
-Kaggen's Cuticle = 30 Tickets
-Heavy Metal = 5 Tickets
-Mantis Eye = 5 Tickets
-Crystal Petrifact = 1 Ticket
Trade List
-Mekira Meikogai = 25 Tickets
-Phasmida Belt = 20 Tickets
-Mantis Eye = 2 Tickets
With this system, R/EX gear does not goto waste, rather it can be used to provide more tickets to go toward the rewards you are pursuing. Items will not seem unattainable, or severely luck based, they will allow players to obtain the items they wish given time and determination! Tickets will only count for the NM in question, you will not be able to have tickets from Kaggen used for Akvan drops, however, this is why Heavy Metal is in the buy list, it provides a use for tickets even if one already obtains all drops while having tickets left over. This would also heighten the supply of Heavy Metal, making Emp95 easier to obtain.
Adding to this, with the new update allowing "Obtain All" to ignore R/EX items in the case you have it already, these could automatically be changed to tickets, allowing for fast disposal of gear unneeded, and giving the player better rewards.
That is my idea for the ticket point system, it would allow a fair chance at rewards given time, would remove the need for wasting R/EX items, increase the supply of items such as Heavy Metal, and give a good reason to keep coming back to VW more and more.I would like to see some feedback on the idea in the thread I made for it some time ago if possible as well, however, just taking the time to read it and take it into consideration it enough to make me a happy player of this game.
Sapphires
08-20-2012, 09:47 AM
Preface:
The following items are of particular interest to me because they center around activites that I do regularly. While I enjoy these events a great deal, I feel they are flawed and need of revision in the interest of increasing participation or removing some frustrating aspects.
///////////////////////
Dynamis:
Increase Dynamis !! Stagger rates for weaponskill and magic abilities:
As someone who has regularly done dynamis for several months, the rate on staggering monsters with magic or weaponskills is not balanced with job ability staggers. In particular, Chains of Promathia Dynamis zones with their time rotated trigger conditions continue to favor job ability staggers and remain highly unbalanced and contested.
More areas of these zones would be utilized by a wider variety of jobs if magic and weaponskill stagger rates were slightly increased. As it currently stands, there is little reason to bring a job other than bst, dnc or thf to dynamis unless you need to do an AF2 armor augment magian trial to satisfy the experience points requirement.
Additional Dynamis Zones Added
This is a request for the sake of variety, having exhaustively farmed and cleared the same zones repeatedly, i would welcome some new places to do this event.
///////////////////////
Merit Weaponskills:
Raise the limit on the number of points in this category.
As the game continues to age, so do the number of players that have several jobs leveled to 99.
Due to the non-linear effectiveness of these weaponskills based on how many points are spent in them *from 1 to 5*, many players feel they either need to spend 5 points in a merit weaponskill for it to be worthwhile, or not spend any points in them at all and go without it.
With this generally accepted mindset, players are thus limited to only 3 merit weaponskills out of 14 for a character that can switch to 20 very different jobs.
Many players feel certain merit weaponskills are a 'must-have' for certain jobs participating in endgame events which adds further frustration. One example would be 5/5 points spent on the merit weaponskill 'Last Stand' for Ranger/Corsair due to its situational usefulness.
If the developer wants players to level many jobs to level 99 and play the game a long time, the current limit on merit points in this category works against that by making some jobs feel less 'complete' due the limit on points in this category.
///////////////////////
Einherjar:
Reduce the number of participants required to enter to 3, or create an alternate version with a balanced reward for a smaller party of 3.
The last major adjustment to Einherjar was 4 years ago, finding 6 people regularly interested in this event at the same time in 2012 is extremely difficult.
Given the dated event rewards, the 6 person minimum and 72hr wait between attempts, this event is the largest barrier to building a mythic weapon in my opinion due to needing to acquire 100,000 Ampoules of Therion Ichor.
Adjusting the minimum number of participants to 3 people, so it is in line with the minimum number to participate in Nyzul/Assault/Salvage would alleviate recruitment issues and increase participation.
Implementing a smaller-scale version of Einherjar that required only 3 people on a 24hr cooldown (have it use a different lamp item) that awarded 1/3 of the current Ichor reward for the sake of balance would be a well appreciated option as well.
////////////////////////////////////
Salvage:
Improve the ease of managing inventory when doing this event by making salvage cells stackable
Many players even with fully expanded gobbiebags have an extremely limited number of free inventory slots.
Salvage in its current implementation with unstackable salvage cells makes the event tedious by requiring the player to pass or discard cells constantly to keep their limited free inventory slots open.
It is a common occurence to fight multiple monsters and have them die in quick succession, causing the loot pool to fill up with cells that can also autosort to players, clogging their inventory because they do not currently stack.
There are some cases depending on the salvage zone that cells will continue to drop long after all party members have removed all the pathos the cells were intended to remove which makes them junk to pass/discard from inventory for a long time during this event.
Players in a hurry to clear space run the risk of tossing items in their inventory that are not cells, in the rush to make space for items they do want that end up dropping *single alexandrite/purses/NM drops*.
In conclusion:
The pressure on the player to perform 'inventory housekeeping' for a large amount of time during this event would be greatly reduced if the cells were revamped to be made stackable due to the majority of players already having inventory autosorting enabled which would stack them for easier management/disposal.
////////////////////////////////////
Nyzul Isle Investigation:
Request for the removal of Order Lamps from the possible list of floor objectives.
Major issue: the long cooldown period when making an attempt at solving the order and bad user interface+in-game feedback further make this the most frustrating aspect of this event. These aspects combined with the blind luck factor on getting the correct order quickly, and 24 hour wait for another ID tag cause an opportunity to fail that is not based on player skill/equipment.
Kluaf
08-20-2012, 09:54 AM
Well im not saying for you to not read the forums but as the final decision maker i would have a position for someone else to be reading ready the forums and keep up on the peoples wants wishes and complaints while you over see the entire project..
also get on and play the game from time to time have yourself or your team members go to jeuno start a shout group do the legion neo stuff dyna runs etc ... not just on the test servers but take go live and see how it plays out in the live version as well ...
Kawar
08-20-2012, 10:20 AM
I do not know if anyone has asked for this yet but i am going to go a head and do it.Well i and i think many others would like to see users be able to buy the password tokens with crysta. The same way or something like how people do now when it comes to buying crysta.Like buy the crysta how u normal would with what ever payment then u can go to the page that would let u buy a token from se and just click pay with crysta then se can use the info that is on the account to know where to ship the item.
edit
I know it sounds like i am talking for many users no I really want this my self i feel it would be easier then a card any way.I just never heard any think about if they did this after hearing rumors that they were working on being able to make this work.
Raucent
08-20-2012, 10:32 AM
Well im not saying for you to not read the forums but as the final decision maker i would have a position for someone else to be reading ready the forums and keep up on the peoples wants wishes and complaints while you over see the entire project..
also get on and play the game from time to time have yourself or your team members go to jeuno start a shout group do the legion neo stuff dyna runs etc ... not just on the test servers but take go live and see how it plays out in the live version as well ...
also do it with casual level gear not pure EG full maxed gear
Nightfyre
08-20-2012, 10:53 AM
I would like to see the dev team bear in mind the current state of the playerbase when designing new content.
I don't have anything against alliance content and certainly enjoy participating in it from time to time. But the age of large, highly capable linkshells is gone due to an aging playerbase and decline in total population. There are still such shells floating around, but fewer than they used to be and I'd bet that nearly every leader of such shells will tell you that their members play much more casually than they used to. My time co-leading a shell certainly demonstrated that to me.
I do have a problem with the combination of hair-trigger pseudo-difficulty and alliance-sized content, however. Walk of Echoes, Legion, and to a lesser extent the harder Voidwatch fights (Rex, Ig-Alima, Cop/ToAU T2) have all failed to some extent and they all have this combination of factors. While it can be overcome, doing so consistently is a problem for most groups. When I join a high-level VW shout, it's a roll of the dice as to whether they'll even win once, especially nowadays when the interest in these fights has waned. (Tangent: phase displacers are of minimal interest aside from obtaining fight clears due to the conquest tally limitation.) Let this also be noted by the dev team: this combination does not promote a healthy lifespan for the event, something that should weigh heavily in their minds considering how skimpy content has been of late. Lulls in player activity and subscription upkeep before updates have become far too common.
If the dev team wishes to create difficult events, they should be designed primarily for a single party. Not all 6-man content ought to be difficult, certainly, but it speaks well of such an approach that Neo-Nyzul garnered such popularity despite the slots game inherent to both floor-ups and the time-draining lamp order floors.
In a nutshell: scale back the difficulty of future alliance content and offer challenge in 6-man content instead.
Kenchion
08-20-2012, 11:18 AM
Another Jump for DRG that doesn't share a timer.
It would be cool if there was a jump that combines the damage from spirit and soul jump together and releases a powerful jump.
Wishful thinking I suppose.
The weaponskill Cloudsplitter needs revamping. This weaponskill is NOT as effective as Primal Rend, even though primal rend can be used without having a specific weapon equipped.
If its not superior to Primal Rend, and More competitive with Rampage (let alone Ruinator) then the weapon is really NOT worthwhile... There is an AFtermath effect for a weaponskill that is not worth using. The animation looks great and a lightning based magical WS is fine, but please make it strong enough to be worth using.
Can't believe no one thought to suggest this one yet, that or i completely missed it but i've been reading most of all the posts:
Change the 1 time restore policy.
Demon6324236
08-20-2012, 12:34 PM
Can't believe no one thought to suggest this one yet, that or i completely missed it but i've been reading most of all the posts:
Change the 1 time restore policy.
Also change it to where items as valuable as Relics, Mythics, or Emp weapons, may be recovered, if only at their level 75 forms!
Pewpew
08-20-2012, 12:51 PM
Reduce the difficulty of Mythics to obtain; they are entirely too hard to obtain now adays. Even if you don't lower the 30,000 alexandrite needed, at least reduce the number of people needed to do the assaults / salvage(because this is the hardest part).
With Alexandrite at 20-25k per one, 30,000 of them costs around 600-650m to complete just ONE mythic weapon.
If you don't do either of the 2 above, at least make them drop in greater quanity, or make bosses of each zone drop 75%-100% of the time. Or make alexandrite drop from assaults and einherjar mobs as well. This would be to balance the scale back and make this an obtainable goal. With relics and emps at 100-150m, and mythics at 600m, no one wants to do these anymore.
Sunrider
08-20-2012, 01:27 PM
This is probably going to be an unpopular request, but I wouldn't mind a one-time race-change option.
Demon6324236
08-20-2012, 01:33 PM
This is probably going to be an unpopular request, but I wouldn't mind a one-time race-change option.I agree with this version! :D
I'd like to change my hair color.
I'd like some of the 360 improvements to come to PC. Those being, better shadows, 360 gamepad support and surround sound. And maybe some performance enhancements, since there's no good reason my PC should ever dip below 30FPS.
More solo content would be nice. Like quests that tell a story and make me travel.
More practical AH gear.
Kiayashi
08-20-2012, 03:12 PM
Hi! I'll agree with the general "it's so nice to hear a personal message" feeling; it gives the sensation you actually care which seems to have been missing before- no offenses intended.
But, you asked for what we 'want'. Here's a few tweaks I'd love to see- some of which may have already been mentioned in the 330+ pages before me...
Red Mage
* Fencer: This is an almost daily complaint from myself and two other little Melee Red Mages... Why did you give it to Warrior, and Bard of all things, but not to Red Mages- who are designed after the art and even have the "Fencing Degen"? My request is simple. Give us the trait natively, second tier if you feel generous.
* Enfeebling: Masters of Enfeebling and Enhancing... Right~... (Yes, said with the DMC3 Vergil voice tone.) Can we make them noticeable, or make the things they would matter on not immune? Pretty please?
* Weaponskills: Requiescat was a blessing made epic in form, it's even given me a reason to use White Mage as a subjob now when going melee flavor in a small party! So this- rather old, stale, and growing in annoyance- complaint has been silenced. Thank you, from the bottom of my little kitty's booties.
Dragoon
* Breaths: I know you've heard this one 10 million and a half times already... But this is something that has been in need of being addressed for years. "EPS", or "Exploding Pet Syndrome", has been the bane of many pet classes long enough to obtain a notorious nickname. My Dragoon has perished many times over due to this. I've even felt this pain on my Summoner, poor little thing, who is constantly raging about lost Ward timers. Can you attempt to do something about this? For the sake of your pet class lovers' sanity?
Dancer
* Waltz Timers: This is, yet again, an over-preached topic... The only one I wish to see lowered- by gear or alternate JA- is V. It's saved my tanks many times over... only to loose the DD they were trying to save with :01 left. A JA to cancel the recast on this for one use, similar to Red Mage's Spontaneity, would be perfect in my opinion.
User Interface
* Spell Icons: ...Really, they were charming on SMN, BRD, and the JA menus. I'm honest, I actually like the new JA and WS icons. But the pain in my temples when I try to run my Red Mage is not going away with time, the icons are a horrible headache for the menu running Red Mage. Could you, perhaps, give us the option to use the old ones instead? The new ones, while detailed and pretty, are not as... definitive, if that word fits, as the old ones. My Dancer has felt similar pain, but that was only when breaking the normal pattern of taps- a hand full of us can run the menus blindfolded. Red Mage is not that way, and the new icons make it quite hard to work with the sheer number of spells a fully learned Red Mage possesses.
~ ~ ~ ~ ~ * ~ ~ ~ ~ ~
Those are, really, my only large complaints. Sure, I'd love to see my Red Mage out-parse a well geared DD some day, but I'm willing to settle for a little less than world domination. ^^ Thanks for listening to us!
- Kia
Tptn937
08-20-2012, 04:31 PM
I want to actually be able to communicate with the auto translate function.
I want to be able to do more detailed searches to find other players interested in the same content as myself.
Both of these requests would allow me to spend more time on the game playing instead of trying to find others to play with me.
Mirvana
08-20-2012, 04:37 PM
*General Ideas*
Please make it that if a job ability's use is prevented by being paralyzed it is not reset to its full timer. A wait of 2-3 seconds (as with spells that are paralyzed) would be more than adequate.
Please give furnishings their own area for storage. Also, Please make the option for "Storage" (the inventory slots created by placing furnishings in you MogHouse via "Layout") accessible from Rent-a-Rooms.
Please add the items Heavy Metal Plate, Heavy Metal Pouch, Riftdross and Riftcinder to the potential spoils of more foes in Voidwatch and Provenance and increase the frequency at which these items appear in the Riftworn Pyxis.
Please raise the maximum levels of weapon proficiency attainable by certain jobs. (i.e. Marksmanship for Corsair, Polearm/Archery for Samurai, Archery/Marksmanship for Ranger.)
Please increase the maximum number of merit levels that may be assigned to the "Weaponskills" Merit Category.
*Personal Wants*
*Ranger*
Please add Recycle to the list of job traits that Ranger and Corsair acquire natively.
Please allow Weapon Skills accessed through ranged weaponry to be usable without having to initiate the auto-attack command.
Please adjust the effect of the trait "Dead Aim" to increase the damage of critical strikes on weaponskills that utilize ranged weaponry.
*Dancer*
Please reduce the recast timers for the abilities Curing Waltz IV, Curing Waltz V, Healing Waltz and Divine Waltz II.
Please separate the "Waltz" category into distinct Job Abilities that do not share recast timers.
Please add a Flourish that has an effect similar to that of Dispel and Finale.
EDIT: Clarified some bits to prevent possible translation errors.
EDIT2: Added Dispel Flourish for DNC
TLGrunt
08-20-2012, 05:08 PM
Just a thought that came to mind about mog house decorations. We have a way to display our favorite pieces of gear through mannequins, how about a way to display our most valuable and treasured weapons, such as weapon racks.
Trambapoline
08-20-2012, 05:40 PM
Hello~! I'm sure some/most of these have been mentioned in the oodles of pages before this one, but I'd like to mention 'em all the same! I returned to XI about two months ago after a hiatus, so I can't really say anything from the uber-endgamey angle. Plenty of far more qualified people can, and have, suggested stuff there.
So as far as personal wants/suggestions go~
*- Abyssea seal quests.
While nothing will beat the good ol' fashioned "make a group, kill the NM, get the seals" approach the Abyssea class armour, the Quests for the seals do feel like they're sadly too frustrating at the moment. Especially for people who can't be on often/consistent enough to form groups for obtaining every single armour piece via NM bopping. Perhaps keep the chance of obtaining a seal from the Abyssea quests the same (30~%), but make the seal that drops always one for the job you're doing the quest on?
*- Fields/Grounds of Valor page choices.
I love that the pages can now be set to auto-repeat and can be done multiple times a day (wonderful change from the 'can only do it once a day and have to set it manually each time' days), but most of the pages in the various FoV/GoV books seem rather disproportionate on the effort vs reward scale.
Some are spot-on, like Zeruhn Mines and the ol' Gusgen Mines/Crawler's Nest/Bostaunieux route, but many others require killing mobs that are too far away from each other, so you spend most of your time running to and from spawn points, rather than fighting. Changing the mobs required for some pages or changing the spawn placements of mobs could help open up a lot potential EXP spots, and let people get more use out of the many beautiful zones in FFXI~!
*- Fields/Grounds of Valor in Promathia/Aht Urhgan/WotG zones.
It'd help breathe some extra life into the once popular spots, and give people more options to choose from for getting some nice, solo/small group EXP. And with ToAU zones, help people raise their Imperial Standing points once again!
*- Dancer Waltz timers.
Mentioned by others a few times before, reducing the recast timers on a few of the Waltzes, or letting them have separate timers, would make a world of difference!
Those are the main suggestions I could think of; after racking my brain for a bit. They're not as endgame/content focused as many of the great suggestions others have brought up in this thread, but they might help out us more casual players of FFXI a little bit. Thanks for listening/reading to us all!
Porcius
08-20-2012, 05:43 PM
MNK
New equipment classified as Rosary only able to equip with Hand-to-hand as a Sub weapon.
GAME PLAY
Expand Inventory or allow changing of equipment through satchel/sack. Let's be honest, if you can't equip the gear for every situation you cannot be prepared for every situation.
TLGrunt
08-20-2012, 05:57 PM
Revitalize the Wings of the Goddess content. The entire expansion pack as a whole was really nice imo, it is a shame to see soooo much of the content collecting dust now. The reasons why WOTG was popular is now 75era, and as outdated as a dead fish inside a waterfilled pair of platform disco shoes . I see a big push in toau and cop related content, i would love to see wotg get more of this type of treatment. Campaign is like a playground where you can enjoy your job stress free and work towards a goal ie. AN gear and territorial takeovers that will enable you to battlefield gear. Update these elements of this content to appeal to a lv 99 player the way it use to for a lv75 and hopefully this can help with the lifespan of FFXI. Major content like this should have never been left to collect dust for this long.
Sunrider
08-20-2012, 06:09 PM
Another issue that bothers me is the prevalence on Refresh equipment. Melees have available overwhelming amounts of Haste, Double Attack, and Triple Attack to increase their attack speed, but Refresh items for casters remains a cheap trickle.
I would like to see more Refresh (+3, +6, +9, etc.) retroactively added to current equipment, as well as introduced in future equipment.
Kuching
08-20-2012, 06:33 PM
I would like perhaps a "Dispel" Flourish for DNC.
A minimum of FOUR jumps when going up a ??? floor in the new Nyzul.
If not that, then maybe one monster to drop a 5 minute time extension chest - it's all we need.
More AH selling slots, seven isn't enough.
Allow us to have another magic skill fully merited.
Allow some of the crafting materials for 110 content to be easier to get.
Increase the distance one can Deploy their Automaton.
More inventory space or another "Mog Sack" kind of thing.
Group the new Nyzul gear into the Storage Slip 01.
The real Gilgamesh to make an appearance in SoA.
Give BRDs Massacre Elegy.
Regarding the new magic/ws/ja icons...I love the WS ones, I feel meehhh about the magic ones, and I really really don't like the JA icons :x Please give them a transparent background, default white looks gross.
Make bows visable on the back, like in FFXIV.
Reduce the downtime when swapping BLU spells around. Like maybe 30 seconds.
Unbridled Learning should allow you to use any BLU spell regardless of it being set or not.
Make the Harlequin Frame better, like maybe a very fast hitter. It is such a shame that we never see it after Level 10.
Add Lutes for BRD, makes string skill feel better about itself.
Have better drops in Legion, so far it hasn't been worthwhile.
Thanks~
Ophannus
08-20-2012, 06:34 PM
Melees have available overwhelming amounts of Haste, Double Attack, and Triple Attack to increase their attack speed, but Refresh items for casters remains a cheap trickle.
How does Double Attack, Haste, Triple Attack translate into Refresh for mages? Since CoP, mages have been getting incredible amounts of "Fast Cast" "Conserve MP" "Quick Magic" and MAB gear such that almost every mage can get capped casting speed, which further makes RDM less special(RDM's special trait is Fast Cast but many mage classes can cap Fast Cast too).
Demon6324236
08-20-2012, 07:03 PM
Additional Dynamis Zones Added
This is a request for the sake of variety, having exhaustively farmed and cleared the same zones repeatedly, i would welcome some new places to do this event.
I like this idea, and to add onto it, I would love to see the new 2-hours used by the mobs inside of the zones. It would add more diversity to the areas, and a somewhat new feel I think. Also they could add in some of the newer mob types or NMs to make it more fun, so that people arnt fighting the same old crabs and such we have for a long time. Not to mention use some of the other Beastmen races we never saw in Dyna, such as Anticans, Gigas, or maybe even Tonberrys.
*General Ideas*
Please make it that if a job ability's use is prevented by being paralyzed it is not reset to its full timer. A wait of 2-3 seconds (as with spells that are paralyzed) would be more than adequate.
Please give furnishings their own area for storage. Also, Please make the option for "Storage" (the inventory slots created by placing furnishings in you MogHouse via "Layout") accessible from Rent-a-Rooms.
Please add the items Heavy Metal Plate, Heavy Metal Pouch, Riftdross and Riftcinder to the potential spoils of more foes in Voidwatch and Provenance and increase the frequency at which these items appear in the Riftworn Pyxis.
Please raise the maximum levels of weapon proficiency attainable by certain jobs. (i.e. Marksmanship for Corsair, Polearm/Archery for Samurai, Archery/Marksmanship for Ranger.)
Please increase the maximum number of merit levels that may be assigned to the "Weaponskills" Merit Category.
*Personal Wants*
*Ranger*
Please add Recycle to the list of job traits that Ranger and Corsair acquire natively.
Please allow Weapon Skills accessed through ranged weaponry to be usable without having to initiate the auto-attack command.
Please adjust the effect of the trait "Dead Aim" to increase the damage of critical strikes on weaponskills that utilize ranged weaponry.
*Dancer*
Please reduce the recast timers for the abilities Curing Waltz IV, Curing Waltz V, Healing Waltz and Divine Waltz II.
Please separate the "Waltz" category into distinct Job Abilities that do not share recast timers.
Please add a Flourish that gives a "Dispel" effect.
EDIT: Clarified some bits to prevent possible translation errors.
EDIT2: Added Dispel Flourish for DNC
Wanted to elaborate on the problem with shared timer's and the current high recast values, if you want to approach DNC from a balance stand point, separating the timer's and even lowering the recast timers would not break the job because the TP costs of these healing abilities are still very high and as such the larger limiting factor.
Sunrider
08-20-2012, 07:44 PM
How does Double Attack, Haste, Triple Attack translate into Refresh for mages? Since CoP, mages have been getting incredible amounts of "Fast Cast" "Conserve MP" "Quick Magic" and MAB gear such that almost every mage can get capped casting speed, which further makes RDM less special(RDM's special trait is Fast Cast but many mage classes can cap Fast Cast too).You're right, attack speed and MP aren't exactly equal, if melees had to worry about fatigue, the comparison would be easier to see. The melee may keep attacking so long as he isn't dead, but a caster can stack all the Fast Cast he likes and will still need to take a knee without the aid of special items or atmas.
The point here is staying power, and while melees have ample equipment to support their specialty (combat), casters don't really get a whole lot keeping them up and casting.
Since the game's release, Refresh has been treated like delicate glass, and the developers are only just deciding to offer it on more than a few high-end armors. I want to see more equipment that brings in as much MP on a regular basis as is spent.
Justinmx
08-20-2012, 07:48 PM
Change the Octave Club and make it exactly like the Kraken Club and get rid of this crap;
Hidden Effect
Occasionally attacks two to eight times if your Main Job level is divisible by 8 (level 64, 72, 80, 88, 96).
Occasionally attacks twice if your Main Job level is divisible by 2 (66, 68, 70, 74, 76, 78, 82, 84, 86 90, 92, 94, and 98 excluding 64, 72, 80, 88, and 96).
We earned it the same way as the Kraken Club before it was changed, so why should it be inferior?
Mirvana
08-20-2012, 08:05 PM
Because you could dual wield it with regular Kclub and pretty much always hit the 8attacks cap each round. Both are pretty irrelevant nowadays anyway with MINOR exception.
Economizer
08-20-2012, 08:14 PM
White Mage melee is in a bad spot (similar to Red Mage melee, both need more boosts) compared to the position it had at 75 cap.
In a party, if you're dropping your healing to take a different role, there is no good reason why you shouldn't be compensated equally to the amount of healing you're not doing to do that role, and White Mage has a lot of healing power to trade.
White Mage is no longer the undisputed best job at dealing damage with a club. While Hexa Strike has been our go to for years, Realmrazer now does more damage then Hexa Strike does in stable conditions, particularly against higher level mobs, and this is after Realmrazer was nerfed in order to encourage White Mages to use Hexa Strike. This means jobs with better gear options like Warrior or Paladin (which has a higher club skill) can more reliably do damage with a club.
I'm not really asking for Hexa Strike to be buffed or for Realmrazer to be nerfed - although a new White Mage exclusive damaging weapon skill would be nice - but instead, I ask that White Mage once again is the best job at dealing damage with a club again. Whether this is done with direct adjustments to White Mage such as raising our club skill, adding a new weapon skill, or fixing Afflatus Misery, or with gear options, or in some other way is up to you, but I ask that White Mage is one again the best with the club.
Can we learn why the magian trial clubs were regulated to wands instead of higher damage hammers? Was this for when Geomancer is added at least?
White Mage armors aren't being kept up as well as they were at previous levels, and White Mage is left to try to equip for melee setups with the oddball mage pieces, bad sidegrades, or to try to make do with the armor that was amazing at 75 cap. Some of the mage pieces are useful, but there is need for better pieces if the frontline is to even be an occasional option.
Please keep in mind that double attack rate items might not be the best idea for White Mage either - we wouldn't get enough to have immediate usage, and due to where White Mage is today, White Mage pretty much always does damage better with a multihitter in the offhand, whether it is the poorman's OA2-4 (and other Magian based multihitters), or the ever rare Kraken Club (a replacement for the Kraken Club for White Mages would be nice). This means that while having more melee stats as an option on gear, like haste, attack, accuracy, store TP, critical hit rate, and whatever else will always help our damage, double attack might not always do that.
Afflatus Misery isn't very useful. This is because White Mage doesn't have the entire Banish line of spells (need higher tier Banish and Banishga spells), the Cura line sucks (Curaga spells are just as cheap and quick to cast, and will always heal a large amount), Auspice got nerfed (the accuracy it gives now isn't even worthy of casting the spell, and the enspell damage not only never was, it interferes with additional effects such as from Mjollnir), and Esuna just feels like a spell gimped to give Afflatus Misery a reason to exist.
Any time where a White Mage would be served by standing close to the mobs, Solace is the better choice, since you get barspell magic defense bonus boosted, cureskin on yourself if you need a quick HP boost, and Curaga spells are very good.
Currently, even losing a Holy laser charge from a couple of cures feels worse then getting any of the "benefits" from Afflatus Misery. I ask that either SE fixes Afflatus Misery, or merges all its functions in Afflatus Solace. I've heard a few suggestions about this, such as making the charge from Afflatus Misery build up based on damage taken rather then the last hit, or giving a sizable amount of job ability haste to the ability (like 10%), having it be augmented with gear much like Afflatus Solace is (such as gear that reduces the damage a White Mage takes from AoE attacks under Misery), or other more extreme measures. Whatever is done, I'd like to see Afflatus Misery match up to Solace in the future.
Mayoyama
08-20-2012, 08:20 PM
I would love to be able to decorate my mog house without having the items clogging up my already tight storage space. As it stands, I have to choose between a beautiful mog house or being able to store gear for one of my jobs, and its not a nice decision to make.
I posted an idea about making another storage space specifically for furnishings here: http://forum.square-enix.com/ffxi/threads/25618-Moghouse-Beautification-The-storage-space-trade-off
The thread received several positive comments as feedback
Please allow players to beautify their moghouses more freely. I believe it would also help encourage people craft many furnishings that are not commonly made.
As balance, you could make it be a reward from a quest, and make it so that the new storage category is only accessible from the home nation (no need to make it available outside really, as the only place you can decorate your MH is from your home nation anyway)
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I would like to also ask if it is possible to add wallpaper/wall paint and carpet/tiles? Could potentially lead to some really amazing customisation and individualisation of mog houses!
Justinmx
08-20-2012, 08:49 PM
Because you could dual wield it with regular Kclub and pretty much always hit the 8attacks cap each round. Both are pretty irrelevant nowadays anyway with MINOR exception.
Even so, not everyone has both. One of the main uses for a K club was for DRK zergs, which is probably obsolete by now due to Embrava/PD zergs. I just thought it would be nice to get some real use out of it, be it skill ups, procs in VW, on RNG or even just using it for fun.
Sylfeya
08-20-2012, 09:42 PM
Make Avatar Mini-Trial Fork quest no longer PENALIZE Summoners for completion.
Problem: Last time I checked, a summoner can teleport (via NPC) to the appropriate elemental Cloister only if he has NOT completed the mini-trial fork quest. Once he completes the mini-trial fork quest, he no longer gets free teleports to the cloister. Therefore, he is actually *penalized* for completing the quest.
Solution: At the very least, make it so that a summoner who has completed the quest can still get a free teleport to the Cloister by trading the mini-fork to the NPC. Better yet, make it so that a summoner who has completed a mini-trial fork quest gains access to the relevant "Cloister" spell, teleporting the Summoner and his party to the appropriate Cloister. (For example, beating the Mini-Trial By Fire quest lets the summoner cast "Cloister-Fire" at, say, level 40)
Enable cosmetic display of ranged weapons.
Suggestion: Introduce a text command, such as "/showrange", which will hide the character's melee weapons/shield and instead display his ranged weapon, if the weapon in question has an actual damage and delay (bows display; animators do not). While idling out of combat, the ranged weapon appears on the character's back. While in combat, the character idles with the ranged weapon drawn whenever he is out of melee range, and idles with his melee weapons whenever he is within melee range.
The three settings for /showrange would be:
/showrange off - hides ranged weapons for all jobs (identical to what we have now).
/showrange on - shows ranged weapons for all jobs.
/showrange ws - shows ranged weapons for jobs which have a weaponskill available for the currently equipped ranged weapon (ie. RNG, COR, & SAM with Namas Arrow or Apex Arrow).
Let Enmity merits be temporarily disabled.
Problem: Enmity merits are largely useless now, but if they were to have a significant impact would make it hard to change from a tank role to a non-tank role or vice-versa.
Suggestion 1: Introduce a text command, such as "/enmity", which will selectively enable or disable Enmity merits:
/enmity up - applies any Enmity Increase merits, and disables any Enmity Decrease merits.
/enmity down - applies any Enmity Decrease merits, and disables any Enmity Increase merits.
/enmity off - disables all Enmity merits.
This would let a character change the use of his Enmity merits mid-fight via text command (such as via a line in a macro), and would make it worthwhile to have both Enmity Increase and Enmity Decrease merits.
Suggestion 2: Tally up all of the characters equipment that adds or subtracts Enmity. If the total is neutral or negative (net is 0 adjustment to Enmity, or reduces Enmity) then temporarily disable all Enmity Increase and only apply Enmity Decrease merits. If the total is greater than 0 (net is at least +1 Enmity) then temporarily disable all Enmity Decrease merits and only apply Enmity Increase merits.
This would let a character change the use of his Enmity merits mid-fight via changing equipment (such as via lines in a macro), and would make it worthwhile to have both Enmity Increase and Enmity Decrease merits.
Let Enmity merits affect enmity cap and enmity resets. Increase Enmity decay.
Problem: Enmity merits are largely useless now because everyone hits the Enmity cap so quickly.
Suggestion: Let Enmity merits actually have a significant effect on the enmity cap; for example, each Enmity merit could have a 5% or 10% effect on the enmity cap, so someone with full Enmity Increase merits would have an enmity cap equal to 125% or 150% of someone with no Enmity merits, while someone with full Enmity Decrease merits would have an enmity cap equal to 75% or 50% of someone with no Enmity merits. Whenever a character with (active) Enmity Increase merits is hit by an enmity reset move, the character still retains a portion of his enmity based on his enmity merits (so someone with full Enmity Decrease merits would retain, say, 25% or 50% of his previous enmity). Introduce moderate automatic enmity decay for CE (to a certain minimum; won't cause someone to drop off the hate list) and rapid enmity decay for VE, so that constant action must be taken to maintain enmity level. Perhaps only introduce CE enmity decay for characters with active Enmity Decrease merits.
Mirage
08-20-2012, 09:49 PM
Better yet, make it so that a summoner who has completed a mini-trial fork quest gains access to the relevant "Cloister" spell, teleporting the Summoner and his party to the appropriate Cloister. (For example, beating the Mini-Trial By Fire quest lets the summoner cast "Cloister-Fire" at, say, level 40)
Make them BP: Ward abilities for the appropriate avatars! I mean, it makes absolutely no difference really, but it just goes in line with summoners doing almost everything via their avatars. Should probably require people to manually accept it, seeing as you can't cancel a BP that is being readied in case of accidental usage.
Siviard
08-20-2012, 11:33 PM
A linkshell member brought up a very cool idea over the weekend that I wanted to share...
Monk: Stances
As we are all well aware, Monk's attacks are all considered "Blunt" type damage. However, what if SE introduced three new "Stances" for Monk that would change their damage type?
For the sake of argument, lets call the standard Monk we have as the "Normal Stance." All damage is "blunt" damage, no other effects.
"Tiger Stance" - Changes attack type to "Slashing" damage. Must have Claw or Baghnakh type weapon equipped. Also increases STR and Attack Power.
"Mantis Stance" - Changes attack type to "Piercing" damage. Must have Knuckle or Claw type weapon equipped. Also increases DEX and Accuracy.
"Monkey Stance" - Changes attack type to "Blunt" damage. Must have Cesti or Sainti type weapon equipped. Also increases AGI and Evasion.
Sylfeya
08-21-2012, 12:12 AM
Make them BP: Ward abilities for the appropriate avatars! I mean, it makes absolutely no difference really, but it just goes in line with summoners doing almost everything via their avatars. Should probably require people to manually accept it, seeing as you can't cancel a BP that is being readied in case of accidental usage.
Technically does makes a difference - imagine if Teleport spells were instant-cast /ja instead of long cast-time spells. Could be abused for griefing - or even accidentally mis-clicked in the heat of battle, with no way to interrupt via sitting or running.
Windwhisper
08-21-2012, 12:40 AM
Thank you in advance for reading and considering this post.
While most of my suggestions are already covered and recieved their likes on different posts i havent found the one concerning SMN yet. Hence i decided to voice it here as well.
First of all. I love SMN. this job is awesome, however it has some issues that need resolving. For those unfamiliar here the link to the collected issues of us fellow summoners http://forum.square-enix.com/ffxi/threads/12700-Compendium-of-Summoner-Job-Issues
Most jobs have a decent or great damage output but since the levelcap rise summoner lacks this. Even its brother job the Beastmaster is way more efficient in damage dealt and damage taken. Pets can even be healed and enmity transferred. I ask that you look into the following:
- Dmg output on regular attacks and Blood pact: Rage ( for instance. Faithful falcor hits easy prey mobs for 300-500 dmg depending on criticals while avatars hit for a general 200~ . His TP moves can even deal up to 1,8k dmg when using Boost. a typical Predator claws usually does around 2k damage depending on many factors every 45 sec. which leads to my next point
-lower Recast timers for Bloodpacts in general. Using either gear or abilities. a promised 10 min ability converted in a 2h ability that lasts 30 seconds wont cover it and feels like an insult ( no offense).
-Allow us to heal our pets with an ability using either our own HP or MP
-Allow us to control our spirits like our avatars. it would make them less useless other than for elemental siphon
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And i cant stress this enough. give us more and easier marketflood of Alexandrites. current prices mean around 720Million gil for 1 mystic weapon while relics or empyrean float around 100-150Million.
Mirage
08-21-2012, 01:39 AM
Technically does makes a difference - imagine if Teleport spells were instant-cast /ja instead of long cast-time spells. Could be abused for griefing - or even accidentally mis-clicked in the heat of battle, with no way to interrupt via sitting or running.
Already covered that with requiring people to accept it :p.
svengalis
08-21-2012, 02:35 AM
I would like a storage slip from the Porter Moogle for VoidWatch gear.
Almalieque
08-21-2012, 02:40 AM
Don't just pay attention to the number of likes of posts, but the redundancy of certain requests among several posts.
Did anyone mention RDM enhancing, enfeebling and melee boosts?
Nightstrike
08-21-2012, 03:47 AM
I'd like to see tighter, more noticeable distinctions in job/role usage in parties. There are really only 3 core roles in any group. The obvious ones are the Tank and the Damage-Dealer, but the more amorphous one is the Support. Problem is, Support by itself is too broad, so it often gets relabeled as a "healer". With the flipside of it being chopped up and split between all. Support shouldn't be broken up. All support jobs should have a mostly even mix of ally support and enemy hinderance...with a slight favoring toward hindering enemies. Healers are still most often a "I guess if I have to" role among a player base that almost exclusively wants to be the one to lay the smack down.
The trick of course is to give them what they want without neglecting the need of the party to have someone to patch them up during and after the fight. I understand that's not easy, but sufficient hinderance of the enemy's ability to harm allies is the same as being able to heal them of that same amount of harm. And it's much more exciting for the players. There are still a wide variety of ways to have any particular support job accomplish this, and thematic diversity in that regard is a good thing.
Frankly...I think it would take just too much effort to revamp the jobs as much as I think they should be, but I'm going to suggest it anyway. Final Fantasy XIV is getting a near total remake, after all. It may be worth the investment to give XI a serious facelift too. This is how I think the jobs should be organized.
Tanks
Monk
Warrior
Beastmaster
Blue Mage
Dragoon
Paladin
Rune Fencer
Samurai
Damage-dealers
Black Mage
Red Mage
Dark Knight
Corsair
Puppetmaster
Ranger
Summoner
Support
Thief
White Mage
Bard
Dancer
Ninja
Scholar
Geomancer
Note that many jobs remain in their previous categories or are in categories not far outside their original design; but that a few, such as Ninja, would be drastically altered. While I know there are common ideas of what the purpose of each role is, I'd like to take a moment to explain my own opinions on each.
Tanks -
All share one trait in common, that being the generation (or acquisition) of a particular enemy's attention. A tank is always supposed to make sure to remain the focus of the enemy's assault, in order to preserve the rest of the group.
There are many ways a Tank job can accomplish this, up to and including abilities typically intended for support jobs, though more tightly specialized. A Tank might avoid taking damage by using spells or abilities that make them harder to hit. They might rely on abilities or spells that increase the defensive effectiveness of their equipment or themselves in general. They might just be a health Tank, with so much health that it takes an enemy forever to hack through. The possibilities are really almost endless.
Whatever the method a Tank uses to cope with the attacks it draws, one thing must always be true of all of it's abilities at all times; that they not interfere with the acquisition and maintenance of the enemy's focus on them.
Damage-dealers -
Damage-dealers are all relatively straightforward. Their entire purpose is to do exactly as their name implies, deal damage to an enemy. Not to debuff or hinder them, not to help or bolster one's allies, but to simply to remove as much health from an enemy as possible, in as short a time as possible. If Tanks are the noble companions who lay down their lives for their fellows, then the Damage-dealers are the action stars who jump in to land the deathblow to avenge the Tank's sacrifice.
Ironically, simple as Damage-dealers are, they actually have the greatest variety of potential. You can do anything you want with them so long as all their potential is ultimately channeled solely into making the enemy's health bar drop like a stone.
Two things must always be true of a decent Damage-dealer job though. That their auto-attacks are always tertiary in power compared to their abilities, and that they be designed so that they can never simply "nuke" an enemy of appropriate level. Even the best Tank should lose control of an enemy if the Damage-dealer throws everything at once at the wrong time. Damage-dealers should have to think tactically and strategically to make the most of their capabilities, and they should always do so in the context of cooperation with their group. They're already the rock stars of the game, they don't need to steal the entire show.
Supporters -
These jobs, as I mentioned before, are extremely broad in capability. This actually makes them the most powerful in terms of versatility, and is why they often get deeply restricted to being only healers and such. They can literally be made to do nearly anything, and do it better than either of the other two roles. But again, restricting someone to only buffing the party is something that only a few are willing, let alone eager, to cope with.
A proper supporter should be able to lend the party that helping, healing hand when it's necessary, but more importantly they should be the ones to provide that critical window of opportunity for the Damage-dealer to strike a punishing blow. The Supporter should be the one who really whittles down the enemy by weakening and hampering it down to something more manageable for the party. All to be followed up with an attack that leaves the enemy almost helpless against the coming onslaught of the Damage-dealer.
The most important truth of a Supporter is that a party without one should be effectively doomed in an appropriate level battle.
I'd also like to call your attention to the fact that three roles in a system where a party contains up to 6 players, means a proper team can be anywhere from 3 to 6 players and be nearly equally effective at the right levels. This also makes party formation a much smoother endeavor, overall. If you can get as much action out of a proper 3-person party as you can out of a 6-person party, that's three people you can do without in a pinch, but can still add later on if things go well.
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Now, onto items. There are too many, and too many copies. When I say copies, I don't mean that there should only be 100 of something in the world. I mean there are too many other items which do nearly or exactly the same thing. For instance, I understand the reasoning behind creating duplicate versions of the original Leaping Boots that are obtainable two different ways and one of the two is sellable. But I think it would've been better to have simply made the original not sellable and left it at that. Certain loot should absolutely be sellable. But things that one has to go out of their way to get? Absolutely not. If someone wants Parl Adrigor's Plate Armor of Pure Awesomness +3, they should have to quest like a madman, defeat a ludicrously powerful enemy, and then not be able to sell or trade it...ever. Upgrade it, sure...sell it, no. If someone else wants to get their hands on it, they can go through the quest like everyone else. Much of the congestion at spawn camps for Notorious Monsters and the like is due to the fact that they have rotten drop rates and their items can be sold for a mint (or just given to friends who don't have the time, patience, or levels to fight the thing over and over for hours on end). Improving drop rates drastically and eliminating their capacity to be sold, will do much more to alleviate congestion at those points than creating the duplicate items, granting more people the opportunity to get those items without having to tediously "farm", or worse, to get the Gil to buy the thing.
Also, non-player character Shop items need to be improved. These are supposed to be the backbone of player's equipment. The very foundation of an adventurer's life. At all times they should have access at any level to equipment that will serve them as needed against enemies of that level. Crafted equipment and quested equipment should be much more difficult to obtain, and therefore somewhat better than what can be purchased in a shop. But shop equipment should be available and effective throughout the game. Additionally, quested equipment should always be somewhat better than crafted equipment, except perhaps for specific items that require specific and unique quested materials to craft. Like quested equipment, crafted equipment should not be sellable. This is supposed to be an adventure game, not a marketing one. Consumables can still be crafted and sold, and that's good enough. Having said all that, it should be noted that normal enemies should still drop certain pieces of equipment that are better than shop equipment (though worse than crafted equipment), but can still be sold. If all there is in an Auction House or Bazaar is mostly consumables that can usually be purchased in shops, there's little incentive to use those two facilities.
Ammo, ninja tools, and spells. There's a vast gulf between the power of the three things. Ninja tools are expensive and difficult to obtain, requiring extreme investments of time or simply a character who's already acquired so much of everything so as to have no challenge anymore, anyway. This isn't necessarily entirely bad, since power should be difficult to obtain and use. It makes it meaningful and encourages responsible use of it. But it may go too far with the Ninjas. Ammo is about at the right spot for that, I think. Ninja tools that are more on par with ammo, regarding expense and difficulty might be better. Either that, or their power should be increased. Since Ninjas would get a redesign if I had my way, anyway, it wouldn't cause the issue of their supplanting other tanks as in previous iterations.
And mages should have to use tools of some type also then. Collections of little spell "recipes" crafted by the player or purchased in a store prior to adventuring, which are necessary to power the spells mages use to bend the universe to their will. It will help further keep their spell spamming in check, making them think more cooperatively with greater tactical and strategic creativity regarding spell use.
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On a final note, don't be afraid to remove things. If certain jobs just aren't working...take them out entirely. If there are too many items (which there are), remove those which are entirely superfluous. If a certain ability is causing more problems than the fun it was supposed to add to the game, take it out; put in something else instead, perhaps. Let the players know beforehand that you'll do it, and let them know it's to make way for something better. Offer them some form of in-game compensation for their character if you feel it necessary. Some will get very loudly upset anyway, but that's unavoidable. Shikata ga nai. Accept it and move on. Nothing should ever be off the table to be removed if it's dragging the quality of the game down.
A designer knows he has achieved perfection, not when there is nothing left to add, but when there is nothing left to take away.
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I do believe that's all for now, if anything else comes to mind, I'll be sure to lay it out here. Good luck in your endeavors, sir. I'm sure you'll do very well no matter what course you take.
Detzu
08-21-2012, 06:19 AM
A linkshell member brought up a very cool idea over the weekend that I wanted to share...
Monk: Stances
As we are all well aware, Monk's attacks are all considered "Blunt" type damage. However, what if SE introduced three new "Stances" for Monk that would change their damage type?
For the sake of argument, lets call the standard Monk we have as the "Normal Stance." All damage is "blunt" damage, no other effects.
"Tiger Stance" - Changes attack type to "Slashing" damage. Must have Claw or Baghnakh type weapon equipped. Also increases STR and Attack Power.
"Mantis Stance" - Changes attack type to "Piercing" damage. Must have Knuckle or Claw type weapon equipped. Also increases DEX and Accuracy.
"Monkey Stance" - Changes attack type to "Blunt" damage. Must have Cesti or Sainti type weapon equipped. Also increases AGI and Evasion.
And then MNK won't be a DD anymore. I don't think it's a good idea even if it looks fun.
renasci
08-21-2012, 06:26 AM
I haven't been a DRG main in a long time... but I recall always being frustrated with losing my wyvern due to MY dying, and the wyvern just flying away. That never really made any sense to me.
I always thought it would be cool if your wyvern curled around your corpse in a sort of 'guard' stance to protect you while you're down (purely aesthetic) The upside being, that upon being revived, your wyvern would still be there and would not need resummoned.
Dawnn
08-21-2012, 07:01 AM
Lower the 1500 heavy metal plate trials to something more acceptable, also lower the amount of Riftdross needed for their respective trials. Spending over a billion gil is absolutely absurd for something as small as a sidegrade and graphical effects!
Nawesemo
08-21-2012, 07:02 AM
Blms would very much like to be able to force critical elemental magic damage on a 20-30 minute timer. Thank you.
TLGrunt
08-21-2012, 07:19 AM
Please do something about the difficulty of obtaining a WOE oriented weapon..... Which this won't happen untill you take a very close look into WOE itself. I understand the ongoing debate about the difficulty of getting a Empy/Relic/Mythic, but WOE weapons should not take longer to make than their Empy counterparts.
Byrth
08-21-2012, 08:43 AM
Magic Critical Hits (http://wiki.bluegartr.com/bg/Magic_Critical_Hit)should not just add MAB. They should give +10% magic damage base and the additional +MCrit damage should add on to it.
Also, if you are going to keep them as they are then you should remove the 40 MAB cap.
Tanama
08-21-2012, 08:56 AM
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Allow other dragon species to aid if wyvern is KO'd.
This trait may be unlocked through a quest or job merit category 3.
When your wyvern is KO'd in battle, a random dragon species will come to your aid. The amount of merits spent raises the chance for higher quality dragon species. For example: Wyrm > Wyvern > Puk. 5/5 Merits prioritizes a wyrm comes to your aid while 1/5 would see more Puks to your aid with Wyverns being middle tier.
The dragon leaves after 20 minutes or shortly after your Call Wyvern timer is back up. The purpose of this job trait is to keep the dragoon from being handicap while the pet wyvern is down. To prevent abuse of this trait, a cool-down timer is associated with it.
http://img225.imageshack.us/img225/2517/18612035.png
*Note: The wyvern and wyrm would be scaled down in size and not cause the ground to tremble.
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Add Elemental Breath II for Dragoon's wyvern
Give dragoons Tier II elemental breaths for their pet wyverns. These Tier II breaths shall be stronger damage-wise. Make this available through a quest or merit points.
http://img824.imageshack.us/img824/3728/80832857.png
*Hydro Breath II
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Add Removal Breath
You have already given us "Smiting Breath" and "Restoring Breath" under Pet Commands. "Removal Breath" can further a dragoon's utility by not having to have a mage sub job in order to remove status ailments with their wyvern. Like Smiting Breath and Restoring Breath, Removal Breath would also be on a one-minute timer.
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Add a pet status screen for Dragoon, Summoner and Beastmaster.
As with Puppetmaster, allow DRG, SMN, and BST to view their pet's status such as attributes, HP/MP, job traits, skills, attack, accuracy, critical hit rate, etc. With the upcoming UI update this would seem like the perfect time to implement this.
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That is all I have for now. Thank you for taking the time to read this.
Dawnn
08-21-2012, 09:52 AM
THAT should have been drg's new 2hr :/
edit: or atleast be like Areuhat and transform into a dragon
Maybe this new guy actually wants to know what to change, though!
What is Binder?
What is binder? I'm not talking about binding G keys, you can write macros to have those fire without any other software. I'm talking about displaying character status, spell recast timers, map position, and other good things that with a little love from the developers they could let us access. I'd love to turn that beautiful 800x600 touch pad on the Switchblade UI into a display that shows where you are on the map at all times.
dartcron
08-21-2012, 10:59 AM
First I'd like to respond to Akihiko Matsui comment regarding this:
Instead of saying what you "don’t want," tell me what you "want."
The problem with telling you what I want often is relates to things your doing that I don't want.
for one regarding this post:
http://www.ffxiah.com/forum/topic/32257/dev1135-new-special-job-abilities
A majority of them seem like they are very good. All though I still have a few suggestions for them.
For one the Thief 2 hour is suppose to be a super trick attack, and all 2 hours thus far have been able to be used solo and in groups and can be fairly useful in either situation. So the problem I have with the Thief 2 hour is the possibility of not being able to use it solo when a huge amount of Thieves game play comes from playing with few numbers or alone. What I suggest to fix it is to make the ability a boosted Sneak attack and trick attack ability in one, (two in one), so it could be useful and be used paired with bully or it could be used as a preemptive strike alone if needed and thus still be useful.
Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?
So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.
Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.
Okay, so the next suggestion I want to tackle has to do with some of the latest information Camate and Okipuit provided, which I read here:
http://www.ffxiah.com/forum/topic/32308/follow-up-on-relic-mythic-and-empyrean-weapons
Basically they stated that if we wanted to add more jobs to relics then, the relic weapons themselves would have to be adjusted for balance, and the same goes for empyrean weapons. Also, I think it was stated that you wouldn't want Runic Fencer or Geomancer to be on any empyrean weapon as it would seem having players on these jobs at release with a super powered weapon like Calabolg, would be bad for the game.
I think simply allowing Geomancer and Runic Fencer to use empyrean weapons will get more players interested in playing the jobs, and who really cares if these two jobs are effective at release. Who in there right mind would want to play these jobs unless they were moderately effective. Also I must ask the question, are you planning on releasing Empyrean, Relic and Artifact armor for the 2 new jobs? Because every other job in the game has sets of armor from these different areas to give the player options. For example, I don't necessary have to go to abyssea to get some good level 90 armor. As I can get some in dynamis currently for any job.
So, I think it would be better to have Runic Fencer be allowed to use Calabolg, and Geomancer should be allowed to use Hvergelmir and possibly you should make a Empyrean Bell for Geomancer inside abyysea,(it would probably be the a similar quest line as Ochain), Also I am assuming bells for Geomancer's will be simular to a Bard's Instruments, Or a Puppet Master's controlling device.
The reason why I think both jobs should be added to empyrean weapons, is because currently each job has a magian trial weapon they can make, and denying them of that quest line is the same of denying them in any other content of the game and this to me says you want the game to be more like World of Warcraft and that you want all the players to play the latest expansion. I can understand the second part, but I like how Final Fantasy XI has almost never outdated its old content and even then it has constantly updated it and that is a part of what I love about the game. If you take that away your making the game more similar to world of Warcraft.
Also, Magian trial weapons is essentially a free weapon for a lv75+ player that would want to dedicate time into a given job, and they share the same quest line as empyrean weapons so, if your denying the latest jobs a empyrean weapon then you'll also be denying them access to trial of magians weapons.
In conclusion, I can agree with not having Runic Knight and Geomancer on relic weapons however; I think they should be placed on a empyrean weapon each and, they should be given their own line of Relic, Empyrean and Artifact armor and their +1 and +2 equivalents.
Anyways the game seems to be in perfect condition currently. I love how it currently is, so I would just like to ask for things to continue to be good.
Thank you.
One thing I'd like to see with SoA storyline is for the ability to complete a majority of the main missions solo or duo. Before anyone says anything, yes I do realize this is a social game. Reason being is that there has always been a mad rush for everyone to finish story content within days of its release (case in point: the first wave of add-ons back in '09). Those who may not have had the time within that first week or so or those who took an extended break from the game may find themselves hard-pressed to find others in order to tackle some of the tougher fights.
Perhaps there could be rewards for taking on some of the battlefields in a party and having the enemies within scale in proportion to the number of people. What you could do is award a key item (of varying tiers depending on the number of people that participated) to the victor(s) of the fight that could be traded in for an item with a better quality item for the higher tier KI's.
In short, make it so people don't have to tear their hair out finding help for mission content while giving people incentive to party up for it at the same time.
Mayoyama
08-21-2012, 03:42 PM
I would love to have the workings of treasure hunter explained once and for all so that THFs can stop pulling their hair out in frustration from not knowing.
Nezea
08-21-2012, 07:01 PM
Edit: others have pointed out that this post is too long so I've condensed it here (http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years!?p=355181#post355181). But I do think it's worth looking at the reasons why I've brought these things up, especially for point #1.
Hi Mr. Matsui,
For starters let me just say that I think it's great of you to come out and ask this of the player community. There will certainly be a mountain of replies to go through so I hope that each individual's response gets an appropriate amount of attention and review.
I have three points that I would like to address. The first of these is something I have brought up on these forums once before and it seems to have gone largely unnoticed. However, I feel that it is a very serious problem with the game's interface so I will repeat it here in hopes of reaching some more ears.
#1. Some of the chat filters are badly in need of refining. Specifically, we need to have separate chat filters for actions performed BY a group and for actions performed ON a group (of course, by "a group" I mean one of the following: you, party, allies, foes, others, and NPCs). As it stands now, the chat filters are only for "actions performed on/by (a group)." My perspective on this issue is that of someone who frequently (almost always) plays WHM, but I expect the chat filters cause similar problems for some other jobs as well. Here is why this is a huge problem:
In circumstances where you are playing with an alliance (or even potentially more than one alliance, as in Einherjar) there is an absolutely absurd amount of spam generated by everyone else's actions. However, if I want to see all the actions of whatever happens to be the mutual target of these alliances, I have no choice but to see all of this spam.
For example, suppose my alliance consists of three parties fighting Monster X. If I turn off the chat filter "actions started on/by party" I am able to see the actions of Monster X on my party (party 1, say), with the trade off that I have to see all the actions (spam) of everyone else in my party. If Monster X instead uses a special action on party 2 or party 3 I cannot see it. However, even though the action is not directly on my party, I still have an interest in seeing what it is. This last statement is, I think, obvious, since I am certainly (at least as a WHM) interested in seeing if Monster X is using any actions with an area of effect; indeed, these moves will still hit members of my party, but it will not show in my chat log since the action was started on a member of a different party. There is also the point to make that, even if the action does not affect any members of my party, as someone who takes WHM seriously I still want to help members of other parties whenever my own party isn't in need of help.
The only way to get around this problem is to turn off the chat filter "actions started on/by alliance" (and also "actions started on/by others," in events where more than one alliance is present). This forces me to see the actions of up to 36 other people if I want to be aware of what the monsters are doing at all times. This makes it virtually impossible to even see anything in your chat log since a whole bunch of irrelevant stuff just covers it up, and this completely defeats the purpose of utilizing the chat filters in the first place.
On the other hand, there are situations when I would like to also see the actions started by my party. One natural reason I would want to see them is because, if I know what everyone else is doing, then I can minimize the redundancy in my own actions (such as curing someone who somebody else has already started curing). But if the group you are playing with is too big, there is far too much spam to try to worry about such a thing, and I would therefore, if it were possible, turn ON the filter "actions started by the group" and turn OFF the filter "actions started on the group." The only solution can I see to this problem is to separate these things into different filters. I suppose another (less satisfactory, in some regards) solution to this could be to at least allow us to put them into different chat windows with the launch of the new interface.
Another chat filter which could use some refining is "damage taken by party." As a WHM, I always keep this filter off because there are some status inflicting moves, such as Bio and Dia, which inflict damage but do not provide a message such as "Player X has been afflicted with Bio (Dia)." The only way to see which character is in need of a such a status cure is to either observe which character takes damage, or to look and see which person the action's animation happens on (obviously not always possible, and for that matter many people play with spell/action effects turned off to reduce lag, not to mention that the character may have shadows or dodge the move entirely so that no action is required, but you can't tell whether or not this is the case by only looking at the animations).
The main issue here is the fact that some monsters have spikes. Every single time someone in my party swings their weapon at such a monster, I will get a message for it - another mechanic which generates an even more absurd amount of irrelevant spam. Therefore, it would be great also if it were possible to make separate filters for damage taken by spikes and damage taken by other sources. Otherwise, it would be nice in the first place if all status inflicting moves said they inflicted the status as long as the filter "effects received by the group" is off, so that I would not necessarily have to even bother with trying to see the damage taken by my party (it would also be very beneficial to healers who do not have memorized all of the various statuses inflicting capabilities of every monster's TP moves), but this is not the case as things are now.
If for whatever reason we can't make it so all status inflicting abilities provide a message for what they've inflicted, I would love to at least be able to tell when Ice Spikes inflicts paralyze. As of right now there is absolutely no way to tell except for guessing, waiting for someone to tell me, or just waiting to see if someone's action gets interrupted. As a healer who tries hard to nip problems in the bud, this doesn't sit well with me. And to other players, it might appear that I'm slacking off if they've had paralyze for a while and I haven't removed it because I simply don't (yet can't) know about it.
#2. While on the topic of status affliction, I would like to say that it would be awesome if, in the new interface, it were possible to view all the status effects which are currently affecting other players. I would say that this might not normally be necessary for experienced healers who are familiar with monsters' capabilities, provided they are paying enough attention (let's face it, not a lot of healers have enough experience anyway to have all the necessary information memorized). In any case, no matter how good the healer is, some things are bound to slip through the cracks; nobody is perfect. There is also the fact that some monsters inflict so many status effects at once that it can be hard to keep track of which ones you've removed and on which people. To be able to simply view the status effects would be tremendously helpful in situations like this.
A similar system might be helpful for buffs, such as for monsters with mass dispel where it can be difficult to keep track of who has lost which buffs.
#3. I would like to bring to attention Bayohne's post in the following thread:
http://forum.square-enix.com/ffxi/threads/16216-No-Salvage-Fixes-until-after-march-of-next-year-Camate-tell-me-it-isnt-so.?p=215640&viewfull=1#post215640
In regards to the availability of alexandrite, we do believe that alexandrite will be easier to obtain after our renewal of Salvage, but we also understand that something needs to be done regarding alexandrite before that happens. Thus we plan on adjusting the drop rates of alexandrite in Salvage...
I realize I am beating a dead horse here, but please do bear with me, as I believe I have some points to make that have not been adequately presented by the others speaking on this issue. With Neo-Salvage allegedly just around the corner, why have we not seen these adjusted drop rates happen yet? To be honest this adjustment is already almost two years overdue and I can't imagine why it should be all that hard to implement. When I saw this post I was given a bit of hope, but it's just turned into more and more disappointment with every single update that has failed to mention anything about alexandrite whatsoever. Instead, with the introduction of Neo Nyzul Isle, the situation has been made even worse than it already was, spiking the prices of alexandrite by a very significant amount.
Neo-Salvage will certainly rectify, at least to a certain extent, the problem that finding people who actually want to do Salvage in the first place is almost impossible (Salvage gear as it is being nearly useless, providing absolutely no incentive for anyone to spend any amount of time in Salvage). However, I do not feel that this is in itself an adequate solution to this problem. I suppose it would depend on how much alexandrite is available in Neo-Salvage, and how accessible the new content is. The developers should consider the fact that even if one can find help with Salvage, it's not all that likely that these helpers will take kindly to the idea of giving up their share of alexandrite to help someone with their mythic. If memory serves me, it was stated recently that Neo-Salvage will be designed to be cleared with 6 (or so) players. So I think we can reasonably proceed based on the assumption that whatever alexandrite is dropped will typically be divided evenly among 6 players. Therefore, even if the amount of alexandrite in Neo-Salvage is 6x the amount per run as one can aquire in regular Salvage, we can expect that someone doing Neo-Salvage every single day will take about a year to get 30,000 alexandrite.
Now, I'm not a developer so I can't say with certainty whether or not the amount of alexandrite yielded by Neo-Salvage will not be at least 6x that of regular salvage, but I can say that I seriously doubt it will be anything even close to that. I suppose the prices could go down with more supply, but I imagine there will be a proportional amount of increased demand with Neo-Salvage, at least if Neo Nyzul Isle is any indication, and I'm not convinced that we can reliably expect the prices to drop to a reasonable level. I think this is a good illustration of the magnitude of the alexandrite problem, and I think it is a problem that SE has seriously underestimated. I think, given the amount of alexandrite that is required, it would do well to give serious consideration to the possibility of creating a means of getting alexandrite by oneself, without having to be at the mercy of everyone else.
We should also keep in mind that alexandrite is only one aspect of creating a mythic, of which there are many others which are also tedious, incredibly time consuming, and require a lot of help from other people which gain nothing in return for their assistance. I understand if SE wants to maintain the exclusivity of mythics, but what it is now is far too much for just that, and I suspect that it still will be with the introduction of Neo-Salvage. If nothing else, please don't make us force other people to suffer so much if we want to make a mythic. And if we must force others to suffer with us, it would do wonders to simply allow for the bosses of Salvage to drop a linen purse 100% of the time. I don't think this would be too much; it would still be incredibly difficult to acquire a mythic with this small adjustment, but at least it would allow us to keep some of our sanity.
The entire situation is just incredibly absurd considering many of the relic and empyrean weapons are as good or better than their mythic counterparts.
Thanks for your consideration of all these matters. I think they are all serious issues with the game but I would be very happy to see even one of them addressed.
Kimjongil
08-21-2012, 09:36 PM
A few things that would be nice.
Translated words.
All spells and job abilities are in auto translate. Nothing like farming a blue spell and you can't translate it.
Monster drops.
As it stands, if I killa monster in aby I get three things.
1. Exp
2. Treasure off monsters.
3. Crour
Outside aby
1. Exp
2. treasure
Crour or equivalent
My point all monsters in game should drop gil or some new item that players can use. Their is little point to exp or to some extent skill up outside aby if I get very little for my effort. Can you make "crour" or some item like it drop off all monsters in game?
Fire weather
Make a new zone that always have fire weather. This could be a new area.
Jobs:
Give every job one unique weapon skill beyond emp. When one leveled up Puppet master, Blue mage, Scholar, Dancer, Cor, people leveled these jobs 1-70 and they had no unique weaponskill. Everything was recycled. Now think of white mage.
Whm = hexa strike
Pld, swift blade.
BsL calamity
Drk Shadow of Death.
My point is the first five jobs had no unique weapon skill 1-70. Rune fencer and geomancer should have a unique weaponskill. So should all jobs who don't have one.
If you gave hexa strike to pld, whms would fume as an example. So the five jobs I mentioned get no relic weaponskill and they get no unique leveling weapon skill. So this is not balanced.
Bring scholar with option to melee better. More club and staff weapon skills.
xbobx
08-21-2012, 09:57 PM
@Nezea. I guess you didn't see the comment about not writing a book. The bigger your post, the more likely it won't get translated.
Mirage
08-21-2012, 10:00 PM
A few things that would be nice.
Crour or equivalent
My point all monsters in game should drop gil or some new item that players can use. Their is little point to exp or to some extent skill up outside aby if I get very little for my effort. Can you make "crour" or some item like it drop off all monsters in game?
We already have this. It's called conquest points and imperial standing. However, there's not many nice things to buy with these anymore. It would be better if they just added more items to buy with these points. The rate at which we gain CP and IS could be looked into too, I guess.
I would love to see more FFXI FFXIV cross linking at least on a website. There are several websites like guildwork and others that track your characters stats etc. and you can have characters on each game there
why can't we have a site that has full FFXI-XIV cross talk some sort of LS site that uses your SE account to access LS info and maybe even the ability to chat WITH LS's in both games even if your not logged in to both games or ether game and maybe you could add a message system into this website as well and maybee even an Iphone/android app that allows you to see LS chat on the go, and chat back using your phone or tablet
second if it is not possible to add more lines to a macro then make a new command that would allow you to activate anothe macro from a macro {e.g /activate macrobook2,page 3,macro 4} something like that would at least be easy to do if its a "PS2 can't handle more lines in a macro" issue for only having 6 lines
I would love to have some sort of craft book that has lists of things you have crafted and what ingredients they require
and last I have to agree with STORAGE space it has become a great issue with seal collection and different items for trials staking up i have no room to synth. anymore and more gear from VW or some other event i can get it I have no room I have 80x4 and I have full inventory most of the time. Mulling is not fun to do JUST to change jobs its slow and annoying and I have to do this with ONLY 8 pieces at a time and then log back and forth like 4 times. Wouldn't bigger storage be easier ?
Originally Posted by Trisscar
Access to the Near East.
Umm... We already have that. I'm not sure if you noticed, but there's an entire expansion set in the Near East. (Hint: It's called Treasures of Aht Urhgan.)
no triss said FAR EAST not Near East we want to go to the land east of aht Urhgan the part that's past the palace to the east. the country that's at war with the empire (mentioned in the first mission) and where tensen comes from ^^
Mirabelle
08-21-2012, 11:17 PM
Happy Friday!
Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
So you want suggestions on how to fix certain things?
Well I'll start with Bullet Prices:
Possible fixes:
1) NPC sells high end bullets at a reasonable price (10-15k/stack), just like COR cards
2) NPC sells crafting mats for high end bullets at a reasonable price
3) Reduce the crafting requirement to make bullets, which will help get more HQ's which should drop prices
4) Make a trade-in NPC that allows you to trade certain amounts of lower ammo for higher level ammo
5) escalate the effects of recycle and give COR native recycle (this won't lower prices but will lower ranged attacker costs)
6) combo 2&3
Anyway that's 6 ideas for lowering ranged attacker costs.
An ingame mission or quest board would help A LOT. The #1 frustration with many people in FFXI over the years is finding people who are looking to do a quest, mission, crafing, w/e etc. The problem is not the lack of people willing to do so, it's the lack of an interface allowing players to find one another. In the past LSes were used to help people, but that is not the case anymore for the most part. Many players just shout in jeuno all day hoping someone that needs x,y,z done enters the city and decides to join in. The person that this player needs (for the above reasons) might be somewhere else passing time... farming, leveling, or even fishing in another city. Those people will never see those jeuno shouts. Some form of bulletin board is needed with an announcement system that "speaks" to players not just in jeuno, but everywhere. There should be a way to turn off the announcements too, or narrow them down with some sort of filter.
For example: I need help finishing a Rank 4 windurst mission. I post a request on the in game board for help for that specific mission and that I need 6 people. Later while I am fishing, someone in jeuno sees my post and needs the same mission done. They add themselves to the board and a message then appears in my text log: "(2/6) Playerxyz wishes to join you and assist you in your quest!". As more people post, the number rises until the predetermined number is reached, in this case 6.
If people can find people quickly and easy it will go a long way to bring the community together again and breathe life back into the game.
I think this is a good idea however to streamline it perhaps you could just look at your mission log and have a button to search for people currently on the same mission as you this would be easy to do as you already have an active mission SE just has to add in a search by mission filter OR you could /yellmission or /yellquest and only people on that mission or quest could see it. then you could add a way to let each person pick to see /yells for missions 2-3 above or below them or JUST the one there on, because many people will help with one or 2 to get someone up to where they are
too many book posts >.< i am not reading it if its more than 1 screen long :p
darkhorror
08-22-2012, 12:33 AM
Update chocobo digging so that you can dig up newer stuff. Most of the stuff that was rare before abyssea that you could dig up is now common. Adjust the rarity of many of the items you dig up so that it's easier to get the currently rare items.
Daniel_Hatcher
08-22-2012, 01:12 AM
The following JA's should be adjusted to a maximum of 5 minutes recast (3 minutes preferred):
Sacrosanctity
Mana Well
Spontaneity
A lot of the new 2-hours such as RDM's would be much better of on a 2~20 minute timer instead of being a 2-hour.
SpankWustler
08-22-2012, 01:16 AM
To break-up the rampant suggesting of suggestions, I'm going to talk a little bit about something that I really like.
I love the current equipment compared to the old stuff.
From the Abyssea-era onward, there has been equipment for everything. I can make my cures cure for way more, I can make almost any job ability better, I can make my pets better, I can take less damage from physical or magical AoE attacks; I can do just about anything.
There was a dark time when there were three pieces that made Cure spells better, and two of them occupied the same slot. Only a few job abilities were enhanced by equipment, and those were usually enhanced in esoteric and pointless ways. As far as directly enhancing pets, there was near-nothing.
Speaking of esoteric and pointless, that's how the bonuses on a lot of older equipment could be described. There were a lot of good pieces, but there were far more completely pointless ones. This is no longer the case. It feels like almost every single thing my little taru-broro can wear has an actual purpose, even if some things are better for that purpose than others. This gives me joy.
This gives me great joy.
So, I'd like as much inventory space as possible and the ability to change much more equipment with one button-press to make using more of this awesome stuff as easy as possible for as many folks as possible.
It made me so happy to hear the Development Team was looking into increasing usable inventory space as part of Seekers of Adoulin's development, so please do all you can to make that possible.
More inventory may seem like a odd thing to focus on adding compared to "a big monster that eats people" or "the subligar of the gods" or "a monstrous subligar that eats people", but for a lot of folks, more usable inventory space would have a huge impact.
Sekhmet
08-22-2012, 01:17 AM
second if it is not possible to add more lines to a macro then make a new command that would allow you to activate anothe macro from a macro {e.g /activate macrobook2,page 3,macro 4} something like that would at least be easy to do if its a "PS2 can't handle more lines in a macro" issue for only having 6 lines
there already is a command like this, or at least links you to other macro books and sets. In fact, I wrote a whole guide about it here: http://wiki.ffxiclopedia.org/wiki/The_Hub_System_of_Macro_Management_a_guide_by_Sekhmet
Oakrest
08-22-2012, 01:41 AM
I want Paladin to have proper enmity control.
Instead of getting granular about the mechanics of it all, simply put: paladin needs a way to maintain the attention of the attacker(s) reliably and without annoying cooldowns. I'm not saying Paladin doesn't have to work for or obtain the gear/ki/traits/unlockables etc to achieve this or get better at it - but right now it isn't possible to compete with enmity at all. Of course, there may be monsters who make exceptions (there are always exceptions, i.e. a NM being immune to a certain effect or element).
Moreover, I got the attention with PLD - but recognize (like many others) the enmity system is useless across the board, and needs to be fixed for all jobs, gear, trait, abilities, etc.
I've got a million other wants and suggestions, but I'm going to hold off on that long list in hopes of reinforcing the importance of my one most important want above.
Genzy
08-22-2012, 02:02 AM
As a crafter, I would like the ability to break elemental clusters inside my MH.... instead of having to go outside the MH, break the cluster, then go back inside to craft.
Nezea
08-22-2012, 02:21 AM
@Nezea. I guess you didn't see the comment about not writing a book. The bigger your post, the more likely it won't get translated.
Sure, then. The tl;dr version is:
1. Separate the "actions started on/by a group" chat filter into the distinct chat filters "actions started on a group" and "actions started by a group."
2.Give us separate chat filters for damage taken by spikes and for damage taken by other sources.
3. Make it so that any status inflicting ability provides a message when status is inflicted (this is not currently the case, such as for Bio and Dia, especially for Ice Spikes).
4. Allow a way to view status effects currently afflicting other players, and similarly a way to view their buffs.
5. Follow up on what Bayohne said about adjusted drop rates in Salvage; make linen purses drop 100% of the time from bosses because it's unlikely that Neo-Salvage will do enough to fix the current problem, being of such a high magnitude. Create a way of gathering alexandrite solo so that people who want mythics don't have to force other people to help them so much.
I don't feel that some of these points will get emphasized as much as they deserve without the novel I wrote previously, but oh well.
I just want to fight a giant mandragora. One bigger than Fafnir.
Someone make this happen.
Supahkronic
08-22-2012, 04:59 AM
When I am on DRG, and I use Restoring Breath, if the monster dies before the ability goes off, then the ability doesn't activate and the timer is down as if it went off. From what I understand, the same thing occurs when using a SMN blood pact.
Example:
Player1 uses Restoring Breath.
Wyvern1 readies Curing Breath IV.
Player1 defeats Monster1.
(No curing breath)
Then I am forced to wait until the timer resets to use the ability.
Daniel_Hatcher
08-22-2012, 05:05 AM
When I am on DRG, and I use Restoring Breath, if the monster dies before the ability goes off, then the ability doesn't activate and the timer is down as if it went off. From what I understand, the same thing occurs when using a SMN blood pact.
Example:
Player1 uses Restoring Breath.
Wyvern1 readies Curing Breath IV.
Player1 defeats Monster1.
(No curing breath)
Then I am forced to wait until the timer resets to use the ability.
Happens with every pet job.
there already is a command like this, or at least links you to other macro books and sets. In fact, I wrote a whole guide about it here: http://wiki.ffxiclopedia.org/wiki/The_Hub_System_of_Macro_Management_a_guide_by_Sekhmet
but it dosen't actually activate it it just sends you to that page in that book if you could actually activate a macro then 1 macro could in turn activate another and another and another thus giving you 1 press unlimited macro lines (sorta) for all your gear and maybe some ability
FrankReynolds
08-22-2012, 05:31 AM
Sure, then. The tl;dr version is:
1. Separate the "actions started on/by a group" chat filter into the distinct chat filters "actions started on a group" and "actions started by a group."
I would even go a step further and say: Please give us 3 separate windows.
1) a chat window for conversations - Allow us to set different colors for ls / shout / yell / talk etc. complete with filters.
2) a log window for damage dealt / taken - different font colors for damage taken / dealt / party / alliance / outside alliance complete with filters.
3) a log window for actions / status effects / game messages. - again, different colors to differentiate between party / alliance / outside party / alliance.
Sekhmet
08-22-2012, 05:37 AM
but it dosen't actually activate it it just sends you to that page in that book if you could actually activate a macro then 1 macro could in turn activate another and another and another thus giving you 1 press unlimited macro lines (sorta) for all your gear and maybe some ability
That is true, and I see what you are saying. However, the devs have said that reworking the whole macro system would be a major undertaking, and while they still support the ps2, it simply isn't doable at the current time. The new expansion is dropping support for ps2 in NA, which suggests they may drop support for ps2 totally in the future. Until that happens, the /macro book # and /macro set # commands are the best we're going to get. In fact, I wrote that guide because a lot of people I talked to didn't even know those commands existed. While It may not be the best possible fix to the equipment switch macro woes, it's at least a workable solution until another potential answer comes along.
Daniel_Hatcher
08-22-2012, 05:48 AM
That is true, and I see what you are saying. However, the devs have said that reworking the whole macro system would be a major undertaking, and while they still support the ps2, it simply isn't doable at the current time. The new expansion is dropping support for ps2 in NA, which suggests they may drop support for ps2 totally in the future. Until that happens, the /macro book # and /macro set # commands are the best we're going to get. In fact, I wrote that guide because a lot of people I talked to didn't even know those commands existed. While It may not be the best possible fix to the equipment switch macro woes, it's at least a workable solution until another potential answer comes along.
They said no to this because it could be used as a type of botting.
For example.
<macro1>
/ma "Haste" <name> <wait 60>
/call macro2
<macro2>
/ma "Haste" <name> <wait 60>
/call macro1
Done infinite loop.
------
Personally I'd prefer something like:
Equip gear you want
type command: /gearset create before_Cast
Recieve message: Gearset before_Cast created
Then in the macro
/gearset equip before_Cast
/ma "Stoneskin" <me> <wait 1>
/gearset equip Default
This way when you create the gearset it in turn creates a file on your computer containing all the code like
/equip head "Warlock's Chapeau"
/equip body "Duelist's Tabard"
which is loaded with: /gearset equip before_Cast
I would even go a step further and say: Please give us 3 separate windows.
1) a chat window for conversations - Allow us to set different colors for ls / shout / yell / talk etc. complete with filters.
2) a log window for damage dealt / taken - different font colors for damage taken / dealt / party / alliance / outside alliance complete with filters.
3) a log window for actions / status effects / game messages. - again, different colors to differentiate between party / alliance / outside party / alliance.
where in the world would you put that many windows and still be able to see what your doing >.<
They said no to this because it could be used as a type of botting.
For example.
<macro1>
/ma "Haste" <name> <wait 60>
/call macro2
<macro2>
/ma "Haste" <name> <wait 60>
/call macro1
Done infinite loop.
I can see this good point
FrankReynolds
08-22-2012, 06:32 AM
where in the world would you put that many windows and still be able to see what your doing >.<
Well, on a 1920x1080 monitor, the chat window is like 1/3 full, so they would easily fit side by side on there.
for lower res, they could go above / below each other.
Let's be honest, 4 lines of chat is plenty when it's not full of damage / status effect info etc. Most of the time, you don't even need to see the damage window, but it would be nice to have like 2 lines always visible and just expand it when you feel the need. The status one you might want more lines, depending how many people your with. 4 lines is probably plenty for small group / duo / solo.
It's still basically the same amount of stuff, only separated for convenience.
Here (http://imageshack.us/f/20/ffxi20090518021837.png/) is a SS i found on Google image search, that sorta illustrates this. Notice all the empty area in the chat window? That could be broken out into separate windows.
Mirage
08-22-2012, 07:05 AM
Well, this is more or less already confirmed for the new UI they're working on, so there's no need to bring it up here :p.
ManaKing
08-22-2012, 07:23 AM
I'd really like it if they made Campaign WSs accessible outside of campaign. Tone them down and make them unlockable by similar means to trial weapons or mythic WSs, but in the past.
Densetsu
08-22-2012, 07:24 AM
I checked most of this thread and I didn't read one on this content, exscuse me if i missed it,
Create new Skill Chain Effects and increase the utility of the old ones. Do I wanna be like Tenzen? Yes! One of the biggest things that sets this game out side the MMORPG box is that you can chain Weaponskills together and make elemental effects, big flashy ones. I was hoping SE was going to move this exact system to 14 but sadly it didn't happen. It seems today everything is just zerg fest 2012.There isn't any room for the Skill chain/ magic burst setup these days. I know I'm not the only person who misses the 2xDD, BLM, buffer, healer, tank setup. The problem is this is not practical or anymore (maybe legion?), but I miss the corny macro calls, the "Obama Smash!!" and we just melted a mob with 3k light x2 and a 4k Magic Burst thunder.
Now I am not saying revamp the game again, but certain Content could be tailored/ added later on. Even just boosting chains or adding new ones with higher damage or properties/ effects concurrent to their elements.
For instance; Skill Chain with benefits by stacking, it already does, but scaling for today's content. If you chained 5 weapon skills and you make Cosmic Elucidation (using as a mock level 4 chain skill) on the fifth Weapon skill, it can take the random property of ice and do an additional 4x damage if the monster is weak to ice, or you magic burst on the fifth which is Cosmic with Comet and it causes Slight Gravity/ lowers resistance to grav or comet does an additional 2.5 times more damage if the monster is weak to darkness (not exact number figures but just an example) or causes the mobs resistance to a certain alternate (Light, fire, thunder, aero) to be extremely low. the higher the chain the stronger the chain effects scales up and the element Damage scales or resistance lowers drastically. The level 4 and 5 don't have to be elemental, they can be enders, like after melt, fire, light, light then new chain holy sword could be the level 4 where a huge sword comes crashing down on the monster. Maybe not those exact names, figure, math, but this idea helps incorporate other spells and even old weapon skills as starters, no one uses anymore because they are extremely weak. Setting up chains of 4-5 weaponskills and having a BLM nuke would be a nice throw back especially if we could get some new level 4 and 5 Skill chains.
Could go with the catch 22 effect where you give up using maybe 12 weapon skills to one 5 weapon skill chain with 1-2 nukes on mid tier content mobs. I don't know, there are some brianiacs on here that can math it out to what damage you would actually need to substitute 10 sams/mnks/wars and make room for sam/mnk/war/drg and some scholars/blms/rdms. I just hate to see what brought and keeps some of us playing this game get utilized less and less.
Eyeballed
08-22-2012, 07:48 AM
Hey, I've got an idea; If we mean to stop using this thread as it was intended then let's make another thread so Matsui doesn't have to wade through opinions and plausibilities unnecessarily? Others may have yet to post, though doubtful, but they deserve to have the same visibility the rest of us have.
Well, this is more or less already confirmed for the new UI they're working on, so there's no need to bring it up here :p.
I disagree, they havent really given us much to go on as to how we will be able to arrange the chat window or even if they would introduce new filters, i agree with Frank on this matter if we can split up the logs they ought to re evaluate how the chat log is filtered.
So you want suggestions on how to fix certain things?
Well I'll start with Bullet Prices:
Possible fixes:
1) NPC sells high end bullets at a reasonable price (10-15k/stack), just like COR cards
2) NPC sells crafting mats for high end bullets at a reasonable price
3) Reduce the crafting requirement to make bullets, which will help get more HQ's which should drop prices
4) Make a trade-in NPC that allows you to trade certain amounts of lower ammo for higher level ammo
5) escalate the effects of recycle and give COR native recycle (this won't lower prices but will lower ranged attacker costs)
6) combo 2&3
Anyway that's 6 ideas for lowering ranged attacker costs.
This was my idea on the matter I would like some of the other gun type job players out there to respond as to whether the logic behind it is sound or not considering i thought it was but the amount of likes it received was relatively low (gonna try and slim it down this time):
What I would like to see is a recipe revamp for how bullets are produced currently as I see it there is an imbalance in the production rate due to how the recipes are designed
For arrow/bolt they require: heads, shaft and for arrows fletchings, one syth yields 33-99 (or 99-297 for higher tier synergy recipes)
For bullets the recipie is an ingot and fire sand, the yield being the same.
The difference between the two is the components for arrows/bolts are all intermediate syths, that is to say they stretch out the base material anywhere from 6-12 additional syths from the original base materials, as opposed to the 1 syth you can make using an ingot.
My main suggestion is to revamp bullets recipe to be slug + shell casing + fire sand (head, shaft and fletching type equivalents) by using some intermediate recipie to stretch out the ingots into "adaman slugs", "orichalcum slugs", "steel slugs" ect. when combined with casings and fire sand would still produce the standard 33-99 (or 99-297 when using synergy)
That and make the process of obtaining adaman and other high end bullet materials easier to obtain.
(hope this better relays my intent this time)
FrankReynolds
08-22-2012, 07:52 AM
Hey, I've got an idea; If we mean to stop using this thread as it was intended then let's make another thread so Matsui doesn't have to wade through opinions and plausibilities unnecessarily? Others may have yet to post, though doubtful, but they deserve to have the same visibility the rest of us have.
The translators will just skip those posts (and yours too). Settle down.
Sunrider
08-22-2012, 07:55 AM
Not many players still care about Campaign, but some of us exist.
I want to see a means of calling for reinforcements during a battle.
I also want to see an elimination of undefended enemy posts. Since the changes made to fortification points, there's no strong incentive to attack the post; it would be better if all offensive Campaign Battles had enemies populating the posts.
Ntwadumela
08-22-2012, 09:48 AM
I don't know if any of this has been touched on yet but, I want to have BLM be the TOP elemental damage caster and Ranger be the TOP Damage Dealer scaled down to Dancer being the least damaging DDer because of thier survivablity aspect. Ranger being highest because they pay for thier damage.
I want 100 storage across the board. I want to not lose my Blood pact because the monster died or went out of range. I want to be able to store my Kirin's Osode. I want abyssea to be minimum level 75... so that new peeps can learn the game and have other new peeps to learn with and do quests with.
I want Nyzul Isle uncharted fixed so peeps don't have to cheat to win. I want to have treasure hunter fixed or have a skill based type of TH implemented. (ie: a 6 man group takes on a NM... 2 of the members weaponskill chain and the BLM does a MBurst, the group should have a higher drop rate than a group that is unskilled and/or zergs the NM.)
I want Relic weaponskills to be revised and or thier stats changed so that they put out better damage.
I want and am begging for a few more places to get Meteor as a drop. I dont think our Dev. team intended Meteor to be a relic spell.
And lastly after skimming through most of this thread...I also want producer Matsui~San to take this thread with a grain of salt, if we did everything everyone listed we would have to change the name of this game to Final God XI online where everyone runs around on any job and kills everything solo with one swing of thier pinky toe.
svengalis
08-22-2012, 11:54 AM
It would be awesome if we could buy back items recently sold to npc.
Ryanx
08-22-2012, 12:58 PM
I think it would be cool to be able to change race even if it was a paid service I would be fine with that.
Mayoyama
08-22-2012, 02:09 PM
Create a higher level BLM self-target (or party member) spell called "Return" that would send you back to your home nation in the present (like Retrace). It could function like using an outpost, and it could share recast timer with Retrace (Since I know the game is near its limit in individual timers).
I know there are several methods for travelling to one's home nation, but having it in spell form would be awesome.
Waldrich
08-22-2012, 04:26 PM
What I want to see removed:
#1 - Remove all *Wait till JP Midnight* restrictions for quests/missions.
#2 - Remove all *Wait till next conquest tally* for quests/missions.
#3 - Remove all *Unnecessary time sink* for old quests/missions.
#4 - Remove all *Unnecessary restrictions for old quests/missions.
What I want to see added:
#1 - Add *New Summons*
#2 - Add *New Blue mage spells*
#3 - Add *New Job Abilities*
#4 - Add *New Teleports*
#5 - Add *New Supportive abilities*
#6 - Add *New Quests* that worth the time to do.
#7 - Add *New Help text for all Spells/Abilities/Job traits*
#8 - Add *MORE PEOPLE INTO THE GAME*
What I want to see Adjusted:
#1 - Adjust *Neo Nyzul Isle* Make it skill-based not lucky-based. *It's Doable for certain players who met alot of certain requeriments, DMG-wise, Support role job-wise*
#2 - Adjust *Imperial Army I.D. Tag* 1 each 12 hours. stockable too :)
#3 - Adjust *NM Lottery Spawn System*
#4 - Adjust *NM Timed Spawn Conditions*
#5 - Adjust *Old Salvage drop rate*
#6 - Adjust *Old Limbus drop rate*
#7 - Adjust *VNM* Make it pop in specific places.
#8 - Adjust *Sacrarium*
#9 - Adjust *Enmity System*
FOR THE GOD's SAKE, ADD NEW 30 MIN EVENTS FOR 3-6 PLAYERS.
Martel
08-22-2012, 06:08 PM
Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?
So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.
Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.
It IS invincibility for the wyvern. Testing here http://www.bluegartr.com/threads/106679-Test-Server-Findings?p=5356823&viewfull=1#post5356823
The 2hour grants both physical AND magical shield for its duration(1:30). It also lowered Restoring and smiting breath recasts to 30 seconds, and resets their timers if they aren't up when the 2hour is used.
So yeah, it'll keep your wyvern alive, for a minute and a half anyway.
The real issue, IMO is it's extremely limited DD applicability. Seeing as it's still subject wyvern breaths two greatest weakness. Resists vs high lvl mobs, and the breath dmg- that nearly ever NM seems to have.
It's decent vs normal mobs. Was getting 800 dmg breaths with all the usual breath+ gear(Armet+2, torque, belt.) But I don't need a 2hour for normal mobs. This needs to be useful on high end content... and it's not. When I went to Ig-alima as a high lvl test mob, I started getting 170~341 breaths.
Defensively, all it does is keep your wyvern alive for one fight.(and you can't lock it on a ???. It'll wear off anyway. I suspect it's linked to the wyvern's duration.)
Offensively, it's just too weak for a two hour ability. I get maaaybe 1k~2k(assuming zerg lvl ws speed and that breaths don't just get floored in events like legion, avg breath dmg there:17 points) more dmg in breaths, and a live wyvern(Assuming I don't die). Once every 2 hours....
wildsprite
08-22-2012, 07:00 PM
pretty much everything in this quote
Hello Matsui-shishou, here are my ideas for the future of FFXI, and what you should be focusing on from now on, I'll try to keep it short but we all know I will fail.
Game Controller Support
Since you are working on a new UI for FFXI, it would be fantastic if you could make the Game controller support better, maybe supporting "xinput" controllers (currently it only supports "dinput" ones) or putting an option that allows the game to use analogic shoulders as digital buttons. Can find more details and complaints from users in THIS (http://forum.square-enix.com/ffxi/threads/21706-dev1097-Newly-Added-Control-Config.) and THIS (http://forum.square-enix.com/ffxi/threads/25711-Suggestion-Update-game-controller-support-for-Windows/page2) posts.
In-game camera max-distance from character
Currently there is a limit on how far away from your character you can "zoom out" the camera. This limit probably had a meaning back in 2002 when the game came out, but we're in 2012 now and it would be very nice if SE could slightly increase this limit. People already do this very easily through third party tools, it wouldn't be a hard work for SE to offer us the chance to do it in a legit way. Further info HERE (http://forum.square-enix.com/ffxi/threads/26467-Suggestion-Max-camera-distance)
Merit Cap Increase
Abyssea's way to do XP offered all of us the chance to level new jobs, get new merits etc. It was probably the right way to go, altough maybe abyssea "overdid it". Pretty soon most if not all player will have all the jobs they want to level capped at 99, same with merits. Since "lost xp while dying" hardly matter anymore like it did at 75, we're close to the point where people won't XP anymore. You need to keep adding stuff players can do with their XP/merits, that way they will always have motivation to keep getting merits. An example would be to raise the cap on merit WS, allow us to merit more.
Add new categories of merits, raise the cap of merits in already existing categories, and things like this.
New Graphic Interface
We know you guys are working on a new graphic interface, please do not forget about Gamepad users. Players using gamepad could still use a Mouse to set/place the windows, but then use Gamepad to navigate through them. Please do it! Even for the macros, we heard you want to make so there will be three basic macro options, the CTRL line, the ALT line (like we have now) and a third one. This wouldn't create any issues at all on gamepads. For example associate right trigger to CTRL line, the left trigger to ALT line, and both triggers for the new line.
Just an example. What I'm really worried about is for you to make so the new interface won't be useable with a gamepad.
Experience Points balancement
Abyssea-style Alliance XP was really nice, but it's getting boring after more than one year, and it keeps on promoting lazyness. Why don't you resurrect the concept of old 6-people experience parties?
I know you can still do them nowadays, problem is that they are worse than Abyssea alliances from every point of view, and so there is no motivation.
Please offer some motivation so that people will be able to do XP parties again with the new expansion, and watch out not to overdo it. I do not want new parties to "kill" abyssea-style XP. I just want them to be an additional viable option.
Doing the same thing for a long time makes that thing boring, doesn't matter if it's about Abyssea PTs or normal PTs.
Being able to choose what you do would create a bit of variation and make things less boring
Enmity Control
We all know that in Abyssea these formulae were completely broken because of the very low "roof" at which enmity caps and several other issues I won't talk about.
The Enmity balancement was based with lv75 numbers, and Abyssea killed all of this.
You need to rework all the system, especially the Damage=>Enmity conversion formula, because that formula used to work with level75 values maybe, it certainly doesn't work with lv99 values.
Also, could you consider making Tanking less "strange" compared to other MMOs? You can do this by adding special job traits to tank jobs or tank stances (see below), something more efficient than just a raw amount of enmity that won't ever be enough.
I'm not asking to make so a Damage Dealer can never steal a Tank's hate, but it should be harder to do so than it is with the current state of the game.
When a tank needs very very specific gear to do what he's supposed to do (tanking) you know something is wrong in the game. A tank in a MMO game should have all the basic necessary tools to perform his job. Better gear should make the job easier/more efficient, it shouldn't be something as absolutely necessary as it seems to be in FFXI's situation today.
FFXI and "stances"
It's a very common concept in many MMOs to create variation among the same class/job.
You have a certain stance, when you activate that you lose something and you gain something, pros and cons, making it a balanced and situational thing to change your playstyle and allow you to do different things in different situations.
This is especially useful for classes/jobs who can do many things. Scholar for example, or Ninja.
A concept similar to "stances" already exists in FFXI, many jobs have something similar.
I think their balancement should be reevaluated though.
More "balance" - to make a stance balanced you need to make so it gives you something and it takes away something, for some "stances" in FFXI this is not true and they offer only advantages.
Also, they need to be more focused on the long time, and not short time buff.
Good example of how stances should be implemented on this regard are: Afflatus Solace, Afflatus Misery, Composure, Light Arts, Dark Arts.
Bad example? Yonin and Innin, or Footwork.
Players need to CHOOSE when they want to play in a stance or another, the balance should come from what you gain and what you loose.
You shouldn't be forced to refresh it every 3 minutes, and monsters shouldn't be able to dispel them.
Entertaining and challenging fights
Please bring out again Fights against strong enemies that require a whole different range of strategies to be defeated.
Examples from the past? King Behemoth, Chlevnik, Wyrm, Aspidochelone, Tiamat, Vrtra, Cerberus, Khimaira, Kirin, Seiryu, Suzaku, Jailer of Fortitude, Jailer of Prudence, Jailer of Love. All these mobs had very different abilities which required different strategies from the players willing to challenge them.
The so called "zerg" strategies are annoying. It's good to have them when they're PART of what you do, they get boring when they are the ONLY thing to do.
The same thing could be said about challenges which are un-original, unbalanced and frustrating, forcing players to resort to "cheap" strategies, like abusing/exploiting certain particularly strong job abilities like Perfect Defense and Embrava, to name a few.
This is not a sign of a good battle planning from the development team, imho
Consolidation
Currently, in my opinion, there is way too much situational gear in FFXI, creating several issues in players who have multiple jobs. There just is not enough inventory space, and it becomes easy to get "lost" between the sheer amount of gear all of us do own.
"Consolidating" certain pieces of gear could be a nice way to save inventory space and make so a single piece can replace 2 or 3 old ones.
A decent example of this is the recently added Chatoyant Staff.
Can you please do something similar for other categories of items? Sea torques, Elemental Gorgets, Elemental Belts, Elemental Obis, etc.
Would be like killing two birds with one stone.
On one hand it would offer players motivation to collect all of them and not just a few.
On the other hand it would allow them to save a lot of inventory and macro space, and have single items with the stats of many.
Weekly Forum Event
Make so that once every week (or every month, or every 15 days) there is a special discussion where players can make ONE post and ask ONE question.
One of this question is chosen every week and Developers will offer a detailed reply to that question.
Like "How does the ability XXX really work?" or "How does the item XXX really affect the ability YYY?" or "What's the formula to calculate the amount of ....?"
Sunrider
08-22-2012, 08:22 PM
I seem to be asking for a lot, don't I?
I want to see native, Red Lotus Blade, Seraph Strike, and Sanguine Blade for RDM.
I want all jobs to recieve a native Dual Wield trait, without a delay reduction. Dual Wield with delay reduction should be reserved for NIN, DNC, THF, and BLU.
Rakshaka
08-22-2012, 08:33 PM
Please add Bahamut as a summonable avatar.
I understand that the reasoning behind not adding him until this point was to keep his image as something that seemed important, or special, or untouchable. Now that the precedent has been set by Alexander and Odin for "Astral Flow"-only summons, I think adding Bahamut as a summonable avatar should be reconsidered. Bahamut could be another "Astral Flow"-only avatar. My thoughts are that Bahamut would be summoned by targeting an enemy (like Odin), then Bahamut would use his signature move, an AOE Teraflare, after which you would lose your Astral Flow buff, just like Alexander and Odin. Because Ifrit already provides a fire based aoe Astral Flow blood pact, I'd suggest making Teraflare a non-elemental attack, like meteor. I think that balance-wise, this would be acceptable, as Bahamut couldn't replace the Astral Flow abilities of the other avatars in every situation, because you're able to use the Astral Flow blood pact of the other avatars (Titan, Ifrit, etc) 3 times, and you'd only be able to use Bahamut's once before the Astral Flow buff wears off.
Please consider adding Bahamut as an avatar :). Bahamut is an iconic image in Final Fantasy, and I know a lot of summoners were disappointed to know that he wouldn't be summonable.
Gropitou
08-22-2012, 10:36 PM
Allow all items to stack to either 12 or 99 according to their use (we can stack ingots but not crab shells, please...).
darkhorror
08-22-2012, 11:35 PM
Up the proc rate of low delay add. effect magian weapons. High delay weapons have a good proc rate, low delay is terrible, please update it so that the delay to proc rate is the same. So lets say if a 500 delay weapon has 50% chance to proc, a 250 delay weapon would have 25% chance. The proc rate of low delay and H2H weapons are just far too low. Especially H2H since it doesn't take into account base delay and only weapon delay so proc rate is really really low. Unless I missed this being updated over last couple months.
Storage Stuff
-There are a few event-type items that probably should have been added to the NPC or slip storage 11 that were for whatever reason left out. Here are a few examples:
*Prishe Statue
*Gyokuto Obi
*Buffalo Milk Case
-I would also like it if the items obtained from "In the Name of Science" were added to Storage Slip 02.
-Presently there are not enough walls to display all the 5 nation flags obtained from missions (plus some may have pictures on their walls). The event item storage NPC can store the Bastokan, San d'Orian, and Windurstian flags but cannot store the Jeuno or Aht Urghan flags. It would be nice if the remaining two were added (plus any other flags added in the future).
Teraniku
08-23-2012, 02:05 AM
Please add Bahamut as a summonable avatar.
I understand that the reasoning behind not adding him until this point was to keep his image as something that seemed important, or special, or untouchable. Now that the precedent has been set by Alexander and Odin for "Astral Flow"-only summons, I think adding Bahamut as a summonable avatar should be reconsidered. Bahamut could be another "Astral Flow"-only avatar. My thoughts are that Bahamut would be summoned by targeting an enemy (like Odin), then Bahamut would use his signature move, an AOE Teraflare, after which you would lose your Astral Flow buff, just like Alexander and Odin. Because Ifrit already provides a fire based aoe Astral Flow blood pact, I'd suggest making Teraflare a non-elemental attack, like meteor. I think that balance-wise, this would be acceptable, as Bahamut couldn't replace the Astral Flow abilities of the other avatars in every situation, because you're able to use the Astral Flow blood pact of the other avatars (Titan, Ifrit, etc) 3 times, and you'd only be able to use Bahamut's once before the Astral Flow buff wears off.
Please consider adding Bahamut as an avatar :). Bahamut is an iconic image in Final Fantasy, and I know a lot of summoners were disappointed to know that he wouldn't be summonable.
Since he's so Huge he should only be able to be summoned outdoors and have a better chance to hit than Odin (say 80%+)
Sunrider
08-23-2012, 03:27 AM
Please tell us what Shami is doing with all the seals we give him.
Not just insulting, but every ability slot, every byte of memory used on an ability no one wants will prevent countless possible future improvements from being made for years to come. And of course developer time is all too scarce these days, so that must not be wasted either. I honestly believe that no new ability at all is better than one that is bad.
was posted under http://forum.square-enix.com/ffxi/threads/26191-New-2-hour-Abilities/page13 (ps how choose a name for a hyper link again?)
Quoted because as it stands alot of the new two hours as you intend to implement them are beyond lack luster both on paper and in practice, for example no BST would use the new 2 hour, BST's solo, by sacking their pet they are also directly impacts a bst's ability to survive, the ability is essentially an oxymoron.
There are a lot of abilities that have been added recently that are in similar states, where the utility is limited or non existent due to being outdated, under powered, unsupported ect.
For example steal, mug, despoil and aura steal at this point in the game you couldn't put enough gold or revamp any one of these for me to care about them (unless there was a 100% chance of stealing high end crafting gear from VW mobs) considering as it stands currently we have a cool down limit hence the plethora of shared timer abilities, i'd rather see new and unique abilities added in their stead.
That is another matter, when ever you fix what is needed to up or remove the limit of cool down timers in the game, seriously consider unbinding shared timer abilities, hell might fix DRG if they could access all their jumps (I don't play drg would that break the job? idc atm just throwing out suggestions /sigh)
In anycase going to cut it short here as to not ramble on.
ThaiChi
08-23-2012, 06:40 AM
I
The real Gilgamesh to make an appearance in SoA.
This could work into the story. Kill off the NPC somehow, then have him revived as a Naraka form.
Sunrider
08-23-2012, 06:53 AM
It's not impossible to have the two Gilgamesh running around. After all, Argus is not only an NM, but a hume NPC in Port Bastok.
The story could just explain the famous pirate as simply being named after the Naraka form.
Aarahs
08-23-2012, 07:12 AM
Just thought of this, but a way to 'lock' your current title so it doesn't get changed would be nice and shouldn't impact the game. As far as I know, this option doesn't exist yet.
Nawesemo
08-23-2012, 07:30 AM
/echo. "Let us stack things". Poison flour!!!!!! Empy items..... (For the wife who insists on doing them backwards), and for the love of all the blms sacred inventory space hides of monsters......
Czeph
08-23-2012, 08:59 AM
A few thoughts occured to me since I last posted.
A storyline involving prishe in the past (requiring wings of the godess and chains of promathia expansions).
A storyline involving a young gilgamesh in the past (requiring wings of the godess and rise of zilart).
A storyline causing all expansion pack primary storylines to converge.
All of the above containing challenging 6 player fights and numerous cutscenes.
My suggestion for the future of FFXI and in Seekers of Adoulin. Is to introduce a new level cap. Since the UI is being redone it would be nice to have a new 3 digit cap, possible 125, 150, or even 200. Character progression is important for a MMO. If there is no new cap or just more side grade gear is announced people will just continue to do abyssea for gear. The exp for the new levels should be so high that only killing new monsters in Seekers of Adoulin areas would be an effective way to level up.
Even if you can't do level 200 or whatever maybe make a side leveling system call them transcended levels like you could be 99+99.
My main concern with FFXI is having more character progression through leveling when the new expansion comes out.
Linkshell UI revamp. Lets face it the current UI in FFXI is really outdated compared to current MMO standards.
I would improve the linkshell UI.
-Ability to see offline members or every member that has been giving a LS pearl.
-See info such as job levels, crafts by clicking on someones name.
-The ability to invite someone through the LS menu
-LS ranks that can be customized.
-Ability to remove people while they are offline.
-A LS bank where LS gil and items may be deposited. Different levels of access can be given based on LS ranks.
-In game LS calender where members can schedule events and people may sign up for them.
Demon6324236
08-23-2012, 11:36 AM
Linkshell UI revamp. Lets face it the current UI in FFXI is really outdated compared to current MMO standards.
I would improve the linkshell UI.
-Ability to see offline members or every member that has been giving a LS pearl.
-See info such as job levels, crafts by clicking on someones name.
-The ability to invite someone through the LS menu
-LS ranks that can be customized.
-Ability to remove people while they are offline.
-A LS bank where LS gil and items may be deposited. Different levels of access can be given based on LS ranks.
-In game LS calender where members can schedule events and people may sign up for them.
Something else that I would like to see added, is an inheritance or change of leader system. I have seen many linkshells go under because a leader quits, gets banned, or just has something in real happen that prevents them from ever logging onto that character again. I think in such a case a Shellholder should be able to allow a sack holder to take the shell in their stead, allowing the shell to continue on, while the old leader can take their leave. In the case of inheritance, a leader can mark a player in the linkshell as a 2nd in command. They would not be a sack, or shell-holder, however they would be the same as a sackholder except for 1 exception. If a linkshell leader is not present in the linkshell for 30 days in a row, the linkshell itself is passed to the inheritor. If no inheritor is marked, it goes to a sackholder who has been a sackholder for the longest period of time. This way no shell must ever disband, or reform, simply because the loss of their leader.
Something else that I would like to see added, is an inheritance or change of leader system. I have seen many linkshells go under because a leader quits, gets banned, or just has something in real happen that prevents them from ever logging onto that character again. I think in such a case a Shellholder should be able to allow a sack holder to take the shell in their stead, allowing the shell to continue on, while the old leader can take their leave. In the case of inheritance, a leader can mark a player in the linkshell as a 2nd in command. They would not be a sack, or shell-holder, however they would be the same as a sackholder except for 1 exception. If a linkshell leader is not present in the linkshell for 30 days in a row, the linkshell itself is passed to the inheritor. If no inheritor is marked, it goes to a sackholder who has been a sackholder for the longest period of time. This way no shell must ever disband, or reform, simply because the loss of their leader.
WoW had this same feature added in cataclysm. If a guild leader didn't log on for 90 days then the 2nd ranked people could take over leadership. I think a lot of MMO getting a similar system.
But in general it would be nice to transfer leadership to someone else.
Prrsha
08-23-2012, 02:41 PM
Hello Matsui-shishou, here are my ideas for the future of FFXI, and what you should be focusing on from now on, I'll try to keep it short but we all know I will fail.
Game Controller Support
Since you are working on a new UI for FFXI, it would be fantastic if you could make the Game controller support better, maybe supporting "xinput" controllers (currently it only supports "dinput" ones) or putting an option that allows the game to use analogic shoulders as digital buttons. Can find more details and complaints from users in THIS (http://forum.square-enix.com/ffxi/threads/21706-dev1097-Newly-Added-Control-Config.) and THIS (http://forum.square-enix.com/ffxi/threads/25711-Suggestion-Update-game-controller-support-for-Windows/page2) posts.
In-game camera max-distance from character
Currently there is a limit on how far away from your character you can "zoom out" the camera. This limit probably had a meaning back in 2002 when the game came out, but we're in 2012 now and it would be very nice if SE could slightly increase this limit. People already do this very easily through third party tools, it wouldn't be a hard work for SE to offer us the chance to do it in a legit way. Further info HERE (http://forum.square-enix.com/ffxi/threads/26467-Suggestion-Max-camera-distance)
Merit Cap Increase
Abyssea's way to do XP offered all of us the chance to level new jobs, get new merits etc. It was probably the right way to go, altough maybe abyssea "overdid it". Pretty soon most if not all player will have all the jobs they want to level capped at 99, same with merits. Since "lost xp while dying" hardly matter anymore like it did at 75, we're close to the point where people won't XP anymore. You need to keep adding stuff players can do with their XP/merits, that way they will always have motivation to keep getting merits. An example would be to raise the cap on merit WS, allow us to merit more.
Add new categories of merits, raise the cap of merits in already existing categories, and things like this.
New Graphic Interface
We know you guys are working on a new graphic interface, please do not forget about Gamepad users. Players using gamepad could still use a Mouse to set/place the windows, but then use Gamepad to navigate through them. Please do it! Even for the macros, we heard you want to make so there will be three basic macro options, the CTRL line, the ALT line (like we have now) and a third one. This wouldn't create any issues at all on gamepads. For example associate right trigger to CTRL line, the left trigger to ALT line, and both triggers for the new line.
Just an example. What I'm really worried about is for you to make so the new interface won't be useable with a gamepad.
Experience Points balancement
Abyssea-style Alliance XP was really nice, but it's getting boring after more than one year, and it keeps on promoting lazyness. Why don't you resurrect the concept of old 6-people experience parties?
I know you can still do them nowadays, problem is that they are worse than Abyssea alliances from every point of view, and so there is no motivation.
Please offer some motivation so that people will be able to do XP parties again with the new expansion, and watch out not to overdo it. I do not want new parties to "kill" abyssea-style XP. I just want them to be an additional viable option.
Doing the same thing for a long time makes that thing boring, doesn't matter if it's about Abyssea PTs or normal PTs.
Being able to choose what you do would create a bit of variation and make things less boring
Enmity Control
We all know that in Abyssea these formulae were completely broken because of the very low "roof" at which enmity caps and several other issues I won't talk about.
The Enmity balancement was based with lv75 numbers, and Abyssea killed all of this.
You need to rework all the system, especially the Damage=>Enmity conversion formula, because that formula used to work with level75 values maybe, it certainly doesn't work with lv99 values.
Also, could you consider making Tanking less "strange" compared to other MMOs? You can do this by adding special job traits to tank jobs or tank stances (see below), something more efficient than just a raw amount of enmity that won't ever be enough.
I'm not asking to make so a Damage Dealer can never steal a Tank's hate, but it should be harder to do so than it is with the current state of the game.
When a tank needs very very specific gear to do what he's supposed to do (tanking) you know something is wrong in the game. A tank in a MMO game should have all the basic necessary tools to perform his job. Better gear should make the job easier/more efficient, it shouldn't be something as absolutely necessary as it seems to be in FFXI's situation today.
FFXI and "stances"
It's a very common concept in many MMOs to create variation among the same class/job.
You have a certain stance, when you activate that you lose something and you gain something, pros and cons, making it a balanced and situational thing to change your playstyle and allow you to do different things in different situations.
This is especially useful for classes/jobs who can do many things. Scholar for example, or Ninja.
A concept similar to "stances" already exists in FFXI, many jobs have something similar.
I think their balancement should be reevaluated though.
More "balance" - to make a stance balanced you need to make so it gives you something and it takes away something, for some "stances" in FFXI this is not true and they offer only advantages.
Also, they need to be more focused on the long time, and not short time buff.
Good example of how stances should be implemented on this regard are: Afflatus Solace, Afflatus Misery, Composure, Light Arts, Dark Arts.
Bad example? Yonin and Innin, or Footwork.
Players need to CHOOSE when they want to play in a stance or another, the balance should come from what you gain and what you loose.
You shouldn't be forced to refresh it every 3 minutes, and monsters shouldn't be able to dispel them.
Entertaining and challenging fights
Please bring out again Fights against strong enemies that require a whole different range of strategies to be defeated.
Examples from the past? King Behemoth, Chlevnik, Wyrm, Aspidochelone, Tiamat, Vrtra, Cerberus, Khimaira, Kirin, Seiryu, Suzaku, Jailer of Fortitude, Jailer of Prudence, Jailer of Love. All these mobs had very different abilities which required different strategies from the players willing to challenge them.
The so called "zerg" strategies are annoying. It's good to have them when they're PART of what you do, they get boring when they are the ONLY thing to do.
The same thing could be said about challenges which are un-original, unbalanced and frustrating, forcing players to resort to "cheap" strategies, like abusing/exploiting certain particularly strong job abilities like Perfect Defense and Embrava, to name a few.
This is not a sign of a good battle planning from the development team, imho
Consolidation
Currently, in my opinion, there is way too much situational gear in FFXI, creating several issues in players who have multiple jobs. There just is not enough inventory space, and it becomes easy to get "lost" between the sheer amount of gear all of us do own.
"Consolidating" certain pieces of gear could be a nice way to save inventory space and make so a single piece can replace 2 or 3 old ones.
A decent example of this is the recently added Chatoyant Staff.
Can you please do something similar for other categories of items? Sea torques, Elemental Gorgets, Elemental Belts, Elemental Obis, etc.
Would be like killing two birds with one stone.
On one hand it would offer players motivation to collect all of them and not just a few.
On the other hand it would allow them to save a lot of inventory and macro space, and have single items with the stats of many.
Weekly Forum Event
Make so that once every week (or every month, or every 15 days) there is a special discussion where players can make ONE post and ask ONE question.
One of this question is chosen every week and Developers will offer a detailed reply to that question.
Like "How does the ability XXX really work?" or "How does the item XXX really affect the ability YYY?" or "What's the formula to calculate the amount of ....?"
I agree with everything in this post with the inclusion of my previous comments regarding the "revamping" of older level events and re-applying the level cap to CoP events. Also, as I commented before, there needs to be a better system in regards to storage so lower level capped events can be accessed in a quick manner. A status ailment icon system for other players would help WHMs with removing enfeebs (since the chat log goes by so quick). Level 70+ access to abby and a nerf in the GoV system would revive the 6 man party system again. A bulletin board system like the one I described eariler will make it much easier for players to find each other to help them finish content (or just form a exp party) in far off areas.
Karbuncle
08-23-2012, 04:58 PM
Something Else i remember...
1) Is it possible to remove the 95% Hit Rate cap, Perhaps simply on Enemies 10~20+ Levels below you? Its a fantasy world, I'll have none of this "We all make mistakes" crap!
*If this could Apply to Synthesis Recipes, Maybe Synthesis Recipes 30+ Levels Below you? Thanks!
EDIT:
2) Please give BLM and SMN Access to Exclusive Staff Weaponskills. I will hold any and all negative thoughts about the design idiocy behind the thought process that went into that decision and simply ask humbly for you to change it.
3)Elemental Siphon Have Elemental Siphon Transfer a Spirits TP To the Summoner as Well. - Spirits get no use from their TP and I would like to have it if you dont mind <3
Sunrider
08-23-2012, 08:36 PM
I would like to see the base duration of all enhancing abilities (this means all applicable white, black and blue magic, Blood Pacts, Sambas and Jigs, songs and rolls) raised to a minimum of 3 minutes.
Mirage
08-23-2012, 08:42 PM
Something Else i remember...
1) Is it possible to remove the 95% Hit Rate cap, Perhaps simply on Enemies 10~20+ Levels below you? Its a fantasy world, I'll have none of this "We all make mistakes" crap!
Agreed. I'd suggest something like 0.5 or 1 acc past the 95% cap for each level you are above the enemy. Same with evasion, although there should perhaps be a cap there, just much higher than the current 80%.
Using the 0.5 acc past cap suggestion, you'd need to be 20 levels higher than the mob to cap those last 5 percents for hit rate, and 80 levels above the mob to cap the last 20% for evasion. For evasion, you still won't evade more than 90% against a level 59 mob. You'd have to go all the way down to a level 19 mob to get 100% evasion. And again, this would have absolutely 0 impact on hit/evasion rate of mobs that are at your own level or higher.
This should probably apply to magic accuracy and magic evasion (resist) as well.
Alternatively, you could let us reach 100% evasion against mobs as high as level 60-70, but exclude NMs from this, so that we can't /sit down in front of Simurgh and leave our PCs to get some food.