View Full Version : Let Producer Matsui Know How He Should Catch Up on 2 Years!
xbobx
08-24-2012, 12:32 AM
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.
Please no.
I swear some of you don't even think before you type.
airsparrowhawk
08-24-2012, 12:43 AM
I would ask for something for Samurai but to be honest I feel for the most part we're fairly balanced, given that I'm a 70 with no particular gripes apart from feeling that having NIN with access to a fair amount of Great Katanas is a little silly since SAM can't access any regular Katanas at all. But I can understand why having SAM with access to Katana might be a little unbalanced.
/rant
Is it too much to ask for a Windowed mode again? The amount of people who use instant messengers and social networking sites at the same time as FFXI is pretty huge and the sad thing is that they do it by installing third party Windowers which can be used for game-breaking results. Wouldn't it be better to just have a windowed mode instead?
Byrth
08-24-2012, 12:45 AM
Is it too much to ask for a Windowed mode again? The amount of people who use instant messengers and social networking sites at the same time as FFXI is pretty huge and the sad thing is that they do it by installing third party Windowers which can be used for game-breaking results. Wouldn't it be better to just have a windowed mode instead?
There is a windowed mode. Use your ffxi config utility.
airsparrowhawk
08-24-2012, 12:51 AM
There is a windowed mode. Use your ffxi config utility.
Really? When I click it and boot up nothing happens and I've seen a lot of people with the same issue. I thought it was something they put in that never really worked and/or was fixed?
Byrth
08-24-2012, 01:11 AM
I don't know. It works for me. Maybe post an issue in the technical support section?
Raksha
08-24-2012, 02:40 AM
Really? When I click it and boot up nothing happens and I've seen a lot of people with the same issue. I thought it was something they put in that never really worked and/or was fixed?
Make sure you're using the correct tool for your language/version.
jpriver
08-24-2012, 02:56 AM
I would like a better use for the BLM/SMN use of the Claustrum. Across all server there are only 18 made I believe. There is a reason for this. No mage was ever made for a front line job. The relic staff seems lacking compared to the magian staves available today. With all the adjustments which have been made across most jobs in recent years, other than mana wall and enmity douse, blm has not seen much of an enhancement but rare spells which cost the mages millions to purchase. If the relic staff had better properties or was used in for key areas in the future expansion, then perhaps then the staff would be more desirable.
Sargent
08-24-2012, 03:28 AM
Adding to what I mentioned:
Summoner
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.
I'm sticking to my original statement that this is the main problem regarding Summoner. Increasing the rate of Blood Pacts outside of the 2 hour somehow would increase the usefulness for the job. The only other jobs I can think of that are restricted by a universal timer are COR and DNC, and that only applies to Phantom Roll/Waltzes. Both of these jobs can still deal damage effectively without the Job Abilities affected, whereas Summoner is held back by this timer.
- Add new damaging Blood Pacts for Lv.99. We're using exactly the damage pacts as we were at Lv.75. Nothing too powerful, there's nothing wrong with Blood Pact damage at the moment if you gear correctly for it. A piercing Blood Pact would be ideal.
- While the equipment added for Summoner has greatly improved since the Lv.75 cap, add more useful rings. We only have 3 rings that do anything for the job, barring idle rings (Evoker's, Fervor, Diverter's).
- Allow physical attack enhancing gear to apply to normal hits.
- A slight decrease in charging time for Blood Pacts would be nice.
- Increase potency of Earthen Ward so at Lv.99 it is the same as normal Stoneskin.
- Add a message in the chat log for when buffs and debuffs applied by the avatar wear off.
- Increase the damage dealt by Astral Flow Blood Pacts (barring Zantetsuken). The idea behind the new 2 hours is to provide an alternative to the existing 2 hours depending on the situation- Alexander and Odin are the only 2 instances Astral Flow is useful (and Odin is situationally useful). Provide a reason to use the traditional Astral Flow pacts.
Black Mage
Only thing I can think of is;
- Meteor. The damage is appalling, even when casting it with multiple Black Mages. The spell's only use is against high resist mobs which you can gear for, and Elemental Seal would mostly take care of anyway. Simply increase the damage, Meteor was always one of the most powerful spells in Final Fantasy and in XI was stapled as the most powerful Black Magic spell. It's a shame this doesn't apply to players.
Dagger users
Not limitting this to THF or DNC, it's an issue with both. Karbuncle once suggested a slight increase to Dagger damage, I think this should be applied. The only reason people bring a THF nowerdays is for Treasure Hunter. DNC is effectively dead in Endgame.
Adjustments to the Game itself
- Add an option to remove gear blinking in the config. I know Blinkmenot is an option, but it involves Windower and people seem to have an issue with Windower.
- Make Alexandrites easier to obtain. You've heard this all before...
- Balance out Break(ga) from players and mobs. Why it lasts forever when mobs cast it and 30 seconds for players is beyond me.
- I saw someone suggest adding Barlight(ra) and Bardark(ra). This is a good idea.
- Increase the number of jobs that can use certain elemental weapon skills, in particular the proc weapon skills for Abyssea/Voidwatch.
- Eliminate the cooldown on certain items (normal Potions/Ethers/Reraise Hairpins/EXP rings) in line with items like Abyssea/Voidwatch Temps. Their usefulness is effectively cancelled out by not being able to cast or use JAs for 5~10 seconds.
- I saw someone suggest a Gilgamesh mob. Please for the love of god implement this.
- Along the same 'fanboy' lines, add event gear that looks like the costumes from old Final Fantasy games (for example, Cloud/Squall/Tidus's costume for men, Rydia/Yuna/Lightning's costume for women, and so on). The 25th Anniversary is the perfect time to do this.
Sunrider
08-24-2012, 03:57 AM
I would like for the development staff to acknowledge the enjoyment players have gained form the Abyssea scenarios; from our perspective, it was a huge success and a model that should be repeated.
From there, the staff should take what we enjoyed most about the scenarios, and apply them to the upcoming expansion and any future scenarios.
Thoraeon
08-24-2012, 05:50 AM
Making Void Dust stackable would be amazing. Having to buy 6 off the ah every voidwatch is time consuming, and it can be a hassle for people that have multiple characters.
One of the things I've been thinking about is the creation of more events that do not impose time limits/restrictions. When events are already hard enough as is, you really don't need to tack a time limit on to things to make it worse. Neo Nyzul is almost impossible (causing people to resort to 3rd party programs), and events that require the use of 2 hours/zerging in order to win just aren't fun anymore.
When I spend the better part of an hour or more shouting in town to fill an event the last thing I want is to be put up against a clock. Please give us events with measurable progression where we don't have to feel like we're trying to defuse a ticking time-bomb.
Thank you for your time.
Keinn
08-24-2012, 07:17 AM
I would like to see measures taken to alleviate Abyssea VNM congestion in areas where Colorless Souls drop.
Multiple spawns of the 2nd and 3rd tier VNMs being up at once (3 like other important NMs) would be nice.
Draus
08-24-2012, 07:23 AM
Would be cool to be able to see skillchains after changing gear :cool::cool:
Edit: Ban all the people that afk in front of mog houses
Kazaki
08-24-2012, 08:44 AM
I would love an ability that has a short cooldown timer (just like Pianissimo) that allows a Bard's songs to hit all alliance members in range, not just party.
Adjusting certain emperyan weapon skills so they arn't so terrible would be a plus. Cloudsplitter, Calman's Torment, you get the idea..
Tomiko
08-24-2012, 10:58 AM
Apologies if some of my requests have already been mentioned as I haven't kept track of responses.
1. Updating the Auto-Translate system.
-Many terms are obsolete and could be replaced with current terms, mainly for Legion, Voidwatch and Abyssea.
2. Removing the "spell lock" effect.
-At the very least remove this from when a person accepts a raise effect as it can cause them to be killed again before they can even do anything.
3. Increase to the number of ways to obtain rare synthesis items for the 105-110 skill synthesis recipes.
-Many non-crafters are collecting these items to have crafters synth for them in hopes of getting an HQ, but many crafters are unable to attain these items in able to skill on them in order to get the skill required. Some items only seem to come from Legion, so adding another way to obtain them or increasing the drop rate in Legion would be nice.
Thank you for taking the time to do this, it is greatly appreciated.
Raucent
08-24-2012, 11:13 AM
Apologies if some of my requests have already been mentioned as I haven't kept track of responses.
2. Removing the "spell lock" effect.
-At the very least remove this from when a person accepts a raise effect as it can cause them to be killed again before they can even do anything.
Thank you for taking the time to do this, it is greatly appreciated.
That would be a godsend for events with Heavy AoE
VW Heavy AoE RR used- AoE WS used "raise can i have it" -WS Used again "><"
Abbylu
08-24-2012, 10:31 PM
This BLM wants access to more scythe weapons skills! Out of 14 available weapon skills, 4 are out of skill range, which one would expect with an E rating, 3 more are DRK only, and yet another DRK/WAR only. Which leaves me personally, capped at 314 skills, only able to do half of all scythe weapon skills, and there is only 1 that I really really wish I could do! Please, please, make Shadow of Death available to all jobs capable of attaining a level 70 scythe skill!
ETA: I would also love some adjustment to the gain rate of Summoning Magic skill. I love SMN, but the horrible rate of skill gain is ridiculous. After 3 hours of exp. I had gained 2 points, while my BLU friend had gained 50!
And, my wonderful BLU husband, asks that you give BLU Great Sword as a main weapon.
Windwhisper
08-25-2012, 01:11 AM
Create more Magian trials.
Also please allow us to fuse 8 weapons of their respective paths into 1 final weapon with the same stats for space purposes.
For instance : 8 avatar perpetuation staves for all 8 elements into -> 1 weapon with the same stats for all 8 elements.
this is not game breaking and would benefit us all. :)
Create more Magian trials.
Also please allow us to fuse 8 weapons of their respective paths into 1 final weapon with the same stats for space purposes.
For instance : 8 avatar perpetuation staves for all 8 elements into -> 1 weapon with the same stats for all 8 elements.
this is not game breaking and would benefit us all. :)
it would be game breaking to have a sword with all stats +11, atk, -pdt, acc, eva, Et cetra. if you do it for 1 weapon do it for them all.
-Make all EX items that are currently given by non-repeatable quests re-obtainable, either by changing the quest to repeatable or by simple talking to a NPC again. In the case of the Avatar quests, just give all reward options upon each completion.
Siviard
08-25-2012, 02:58 AM
Hello again, Mr. Matsui!
Old Man Siviard here again, with another friendly suggestion that I would like to make on behalf of my fellow Puppetmasters all across Vana'diel.
This idea had actually been proposed last year in the Puppetmaster Job forum. Unfortunately, it seemed as if none of the Community Representatives caught it, or do not frequent the Puppetmaster Job section of the forum.
Trial of the Magians: Animators
All sorts of weapon types are able to be upgraded via Trial of the Magians. And although a Puppetmaster's AF "weapon" is their Animator, we are not given the option to obtain a base Animator to upgrade through Trial of the Magians.
Just as an example, a Puppetmaster chooses to upgrade an Animator through the "Fire Path" of elemental trials. Starting with a "base" Animator, he/she begins to work through the trials. At Level 99, the Puppetmaster completes his fully upgraded "Blazing Animator". The stats of which could be....
Blazing Animator
STR +11
Automaton: STR +11, Attack +22, Ranged Attack +22
Prevents "Overload" from Fire Maneuver
That's just one example. Imagine the other possible "Elemental Animators" that can be achieved as well. Perhaps even an "Empyrean Animator" for the truly dedicated Puppetmasters to build? The possibilities are vast, and will give Puppetmasters a section of Trial of the Magians all their own.
Once again, Mr. Matsui, thank you very much for your time and your consideration.
Nezea
08-25-2012, 04:18 AM
Not sure if it's been mentioned, but it would be wonderful if skilling up summoning magic wasn't so horrendously slow. It seems to be far slower than any other magic skill, especially since the blood pact recast timers are relatively long.
Jerbob
08-25-2012, 05:45 AM
A drive by suggestion:
Please - for the love of all things holy, unholy and of indeterminate alignment, stop synthesis recipes blowing up with material losses when your skill excededs that of the recipe. It serves no purpose other than to infuriate your players and it's hard to express how irritated I feel when it happens, time and time again, for the simplest synths. I'm not interested in how HQ rates can compensate or synergy is a safer method - synthesis needs to be sorted out. If you want to make it so the crystal is lost then that's fine, I guess, though I still don't see the point.
This issue has been the source of more cursing and ragequitting than anything else in the game for me. It needs to be fixed. Please fix it, for the sake of lonely, single beehive chips and the 8/12 stacks of sushi weeping and lamenting at their incompleteness everywhere.
Okipuit
08-25-2012, 06:27 AM
Greetings!
We just wanted to give you a heads up that we will be closing this thread for evaluation on Monday morning so be sure to get your feedback for Producer Matsui in before then! Also, be sure to click "like" on any posts that you fully support!
Siviard
08-25-2012, 06:50 AM
Greetings!
We just wanted to give you a heads up that we will be closing this thread for evaluation on Monday morning so be sure to get your feedback for Producer Matsui in before then! Also, be sure to click "like" on any posts that you fully support!
Thank you for the heads up!
Regarding Relics for post-Rise of the Zilart jobs:
I know the developers stated that there were no intentions of allowing the post-RotZ jobs (BLU, COR, PUP, SCH, DNC, GEO, RuneFencer) to have access to relics.
Quick simple fix: Magian Trials! If there is that much concern that these jobs would be "overpowered" (e.g. BLU with Excalibur, SCH with Claustrum, RuneFencer with Ragnarok), just make different Magian Trials to adjust strength for balance (i.e. gimp).
Example: Excalibur
http://img.bluegartr.com/wiki/thumb/5/5f/Excalibur_%28Level_99%29_description.png/300px-Excalibur_%28Level_99%29_description.png
To avoid "overpowering" BLU, the STR, attack, and/or delay could be adjusted downwards towards the level of BLU's Mythic, Tizona.
http://img.bluegartr.com/wiki/thumb/d/d7/Tizona_%28Level_99%29_description.png/300px-Tizona_%28Level_99%29_description.png
The BLU-Specific Magian Trial weapon at 99 could show something such as:
DMG: 68
Delay: 248
Attack: +20
If the weapon skill is "overpowered" (here, Knights of Round), the underlying formula for damage could be adjusted as well.
There are already "fake" Relics out there (here, Corbenic Sword). Why can't we have another option?
Nawesemo
08-25-2012, 07:19 AM
/echo Being able to Stack 12 on single only items (hides, flour, etc.)
Moooore inventory to 99? Possible?
Ty ty Ty for the cool smashed in one h.q. staff....(anji kicks butt)
And blms would very much like to be able to force a critical magic attack on a 20-30 minute timer.
Thank you again.
Jerbob
08-25-2012, 07:23 AM
I will try to keep this as brief as possible to avoid the wall'o'text effect.
Interface
Please do something about how many actions we can complete at once with MACROS. There are lots of ideas on this thread, I implore you to implement one of them - allow us to build "gear sets", to chain up to 8 in a row, anything along these lines.
Please speed up macros so that they swap more quickly. I should not be able to press a macro faster than it can execute.
Allow us to maintain target lock on players that swap gear. I'm not asking for players not to disappear, I'm asking for that arrow to stay there.
As a further to the above, please speed up the operation of <stal> and <stpt>. They are slow and cumbersome, especially when lots of graphic effects are going on.
Please add more colour options to the log view - especially for things such as effects wearing off.
Please add more information to the log. I want to know when people get effects from Spikes spells, when a TP move absorbs my party's buffs, and when a TP move inflicts multiple status effects alongside damage. There is no point me trying to block effects with barspells if I have to cast spells to remove them anyway just in case.
Summoner
http://forum.square-enix.com/ffxi/threads/12700-Compendium-of-Summoner-Job-Issues - Please fix these.
Please update our Ward pacts so that they scale with skill instead of capping at level 75 values (or below!)
Please allow us to further reduce our Blood Pact timers through gear without additional cost - we'll be paying extra to use the abilities.
Please allow us to rest while our Avatars are out. This will help immeasurably at lower levels.
Please increase the area of effect of our offensive Ward pacts - our enfeebles and such - as well as pacts like Thunderspark.
Please make our Empyrean "bracers" and "spats" into actual bracers and spats like those on our AF and Relic equipment.
Please reconsider making any future Avatar only accessible under Astral Flow. We hate this.
Please look at Mana Cede. Even with Empyrean +2 "bracers", Mana Cede is not worth it.
Please split the spellcasting timers of elemental spirits like you did with automatons and increase their offensive and defensive abilities.
Please grant our avatars a bonus to melee damage, even if it's just a small one. They are ineffective on most decent targets.
Avatar's Favor is absolutely terrible. Please turn the effects into Blood Pact: Ward abilities and rehash Avatar's Favor into a stance that automatically projects a permenant aura of our current ward pacts so that we don't have to keep refreshing them, for a cost identical to that of the pacts themselves, taking into account extended duration through gear.
Jobs in general
Please continue working on keeping jobs up to date. Some are lagging behind (Red Mage, pet jobs) and are in need of a little well thought-out attention.
Please stop giving Scholar spells, abilities and updates that should go to other jobs or be universal.
In line with the above, grant bonuses to Regen based on skill to all jobs and not just Scholar. Regen is currently nearly useless.
Please alter Regen so that it "pauses" when the player it is cast on has nearly 100% HP.
Please alter Esuna so that I don't have to mess around with Afflatus Misery and status effects on myself so I can use it.
Please make barspells, Protectra/Shellra, Esuna, Auspice etc. castable on party members.
Please make spells like Blink and Stoneskin increase with power with Enhancing Magic skill, or remove level 75 caps.
Please make merit spells available a scrolls and change the merits to affect the potency of these scroll spells.
If the above is not possible, please make Protectra V and Shellra V merits apply to Protect V and Shell V.
Events
Please look into feedback for new events, specifically Nyzul Isle Uncharted Region and Legion. Events that people openly admit to cheating in and that require Perfect Defence due to time limits are not well designed.
Items and Inventory
Please stop creating excessively situational equipment such as "Cure potency recieved", "Enhances Cursna", "Enhances Protect/Shell Recieved", gear that activates under charm, etc, or give us ways to convert these effects into key items or consolidate the equipment into single pieces. Inventory issues and macro restrictions do not allow the majority of players to make use of this equipment.
Please continue working on inventory space issues. Inventory space is a major, major problem for a lot of people. Having to play with only a few inventory spaces greatly reduces my enjoyment of the game as I spent so much time shuffling stuff around. New Mog Sacks would be wonderful, but a new space that we can macro equipment from would be even better.
Please allow us to combine each "series" of equipment, such as obis and gorgets obtained via In the Name of Science, in a similar way as the new Chatoyant staff.
Please allow us to combine elemental staves created via Trial of the Magians.
Thank you for listening to all of our suggestions, and for reaching out to us and saying what you need from us. It is really appreciated. I hope wonderful things can come of this dialogue.
it would be game breaking to have a sword with all stats +11, atk, -pdt, acc, eva, Et cetra. if you do it for 1 weapon do it for them all.
That reasoning is silly, elemental magian staffs can only benefit the spell/avatar you are using, combining other magian path weapons would provide compounding benefits as you described => =/=
Elexia
08-25-2012, 07:53 AM
Mythics aren't balanced to obtain - They were originally supposed to be for the "casual base" to obtain compared to relics, which you can do in weeks.
Summoning Skill up needs to change, similar to how Parry and Guard was changed to proc more.
The cap (tags) on doing assaults/nyzul/salvage is still pretty unnecessary given the state of the game currently. I should be able to do Assaults or Nyzul as the NPC tells me it's not even recognized or Salvage, not choose between the 3.
MarkovChain
08-25-2012, 09:13 AM
Change the afterglow effect on glowing empy/relic/mythic to "sphere type". Right now it's only benefiting melees that don't use empy, mythics or relics unless they choose not to use the corresponding WSs.
Change the stats of bad relic weaponskills like final heaven. It has been shown that it is inferior to asuranfists even if you account for the 40% bonus.
Lokithor
08-25-2012, 09:59 AM
Remove the loss of TP when changing your off hand weapon. This will: allow dual wielders to approach the damage output of 2 handed weapon users; eliminate the loss of damage suffered by thieves who must switch thief's knife in and out on every battle; encourage acquisition of more weapons (more time with game content).
Whitesnow
08-25-2012, 10:21 AM
Large Suggestions:
-Concern: Mythic Alexandrite Stage, not enough Alexandrites in circulation
-Suggestion: Have a Linen Purse reward as an option from Platinum astrarium, Nyzul Isle Uncharted Area Survey
-Suggestion: Able to enter Salvage Solo
-Suggestion: Stagger Salvage monsters for Alexandrites
-Suggestion: Alexandrite Linen and Cotton Purses drop from Einherjar and Assaults
-Concern: Empyrean Heavy Metal Plate Stage, not enough Heavy Metal Plate in circulation
-Suggestion: More Voidwatch monsters drop Heavy metal pouches
-Concern: Afterglow on All weapons is way too excessive, no one wants to obtain them
-Suggestion: Lower amount of items needed to upgrade
-Suggestion: Make better stats on afterglow weapons, something that would affect the wearer
Medium Suggestions:
-Concern: Voidwatch Ra/Ex gear drop rate
-Suggestion: Increase drop rate
-Suggestion: Add to pool option
-Suggestion: Add an npc that exchanges kills for ra/ex gear (Ex: exchange 100 Hahava kills for Ganesha Mala) this is to avoid going over so many kills if very unlucky
-Suggestion: Voidwatch Monster remembers how many kills you have gotten and every time you fight it you will have a higher % chance to get a ra/ex gear (resets once gear has been obtained) this is to avoid going over so many kills if very unlucky
-Concern: Fishing still ups are excessively too slow, slower then all other skill ups of any kind
-Suggestion: Increase Fishing skill up gain rate
-Suggestion: Small chance at skill ups during left and right mini game
-Concern: Abyssea Dominion doesn't loop
-Suggestion: Option to make Abyssea Domminion loop to avoid going back to npc every 5~ monsters
-Concern: Blu in Voidwatch doesn't have a chance to play their job
-Suggestion: Blu Voidwatch staggers should only have 1 stagger spell per element
-Concern: Demand for flame geodes is greater then the supply
-Suggestion: Longer lasting fire weather
-Suggestion: More areas with fire weather
-Suggestion: Add geodes as rewards for defeating Avatars
-Concern: Non stack-able crafting materials, creating pointless stress in a inventory concerned community
-Suggestion: All non weapon, gear, or rare/ex type crafting materials able to stack
Small Suggestions:
-Concern: Ice Wall Blocking path to Enm at (H-8) Uleguerand Range, stays too long
-Suggestion: Trade in Fire Cluster to melt the wall
-Concern: Rock Blocking path at (G-9) Kuftal Tunnel map 2, stays too long
-Suggestion: Trade in Wind Cluster to erode the Rock
-Concern: Guild Npcs Holidays and Times closed
-Suggestion: Place a sign instead of an npc (makes no sense that npc is on holiday but still at work)
-Suggestion: Get rid of holidays and times closed all together
-Concern: Whm needs hastega
-Suggestion: Give Whm hastega
-Concern: Salvage cells that keep dropping even after all party members fully unlocked, causing the loss of gear and alexandrites in the pool due to cell dropping too many too fast
-Suggestion: A way to lock cells from dropping, npc or ??? in the zone
-Suggestion: Cells stop dropping if everyone in party has this cell unlocked
-Concern: Unable to use Portafurnace in many areas
-Suggestion: Add more areas that Portafurnace can be summoned in
-Concern: Mog House Furnishings and Space too Limiting, players forced to pick if they want "Safe" space or a beautiful Mog House
-Suggestion: Upgrade to Mog House Manor with more rooms to decorate
-Suggestion: Make "Furnishings" a separate space like "Storage" and "Locker", so Furnishings don't take up "Safe" space and free to decorate without fear of wasting "Safe" inventory
-Concern: Blood Rage wearing regardless of timer left on ability when clicking on a treasure chest
-Suggestion: Stop Blood Rage from wearing when clicking treasure chest
-Concern: Loss of all tp when monster is too far away while trying to weapon skill
-Suggestion: Prevent tp toss when monster is too far away while trying to weapon skill
-Concern: Tax on Bazaars
-Suggestion: Get rid of Bazaar tax everywhere, people use trade or zone to other zones to avoid it anyway
-Concern: Blood Rage gets overwritten by Warcry, even when other players subbing Warrior use Warcry
-Suggestion: Stronger one should always overwrite the weaker one, so Blood Rage should always overwrite Warcry
-Concern: Unable to store the +2 versions of relic gear to the Mog Slips unless they have augments
-Suggestion: Able to store both the augmented and unaugmented +2 versions of relic gear
-Concern: Alliance can only be formed in the same zone
-Suggestion: Alliance can be formed from region just like party members can be invited from region
-Concern: Having to wait till next update to store holiday event stuff
-Suggestion: Holiday event stuff added to mog slip the same time as event starts
Other Concerns:
-Concern: Smn job only have 2 purposes in FFXI, Perfect Defense and Voidwatch staggers
-Suggestion: Blood pacts have shorter timers
-Suggestion: Odin 2hour, Kills all monsters (not notorious monsters) in aoe range of 20 malms
-Suggestion: Avatars with more hp and physical/magical defense
-Suggestion: Avatars auto attacks do more damage
Ophannus
08-25-2012, 10:40 AM
http://img209.imageshack.us/img209/9835/inbeforethelocky.gif
DRG's attack power is very low compared to the other 3 2handed job classes. WAR has berserk, DRK has last resort, SAM has high TP gain thus they usually sub WAR. DRG has neither an attack speed boost nor a an attack boosting stance like any jobs so we need to choose between /WAR or /SAM whereas the other two-handed weapon jobs the choice is obvious, they pick the one the compliments them most(WAR/SAM, DRK/SAM, SAM/WAR) All three combos listed have high attack and high TP gain with good defensive abilities and are very versatile damage dealers. DRG must choose /WAR for Double Attack and Berserk or /SAM for survivability and attack speed. Unlike WAR, SAM, DRK which get attack speed, survivability and attack power combined. Give us a stance that increases attack or attack speed at the cost of wyvern breath potency.
Also increase wyvern breath accuracy tremendously. On paper breaths should bring DRG up to par with other damage dealers (on typical normal mobs it does 260-350+ but on high level NMs it does 20-40 damage). Since was probably not given strong stance abilities like other damage dealers because the wyvern damage was supposed to compensate but unfortunately on high level NMs, my wyvern hits for 10-20 damage and does 20-40 breath damage, even with Empathy level 5 and parameter boost.
Ophannus
08-25-2012, 10:46 AM
Let other players in our party become able to trade items to our portafurnace and interact with it. If the furnaces in Jeuno are being used, it would be nice if I could go into Rolanberry and synergize a party member's Rare/EX armor using my portafurnace. Also there's like 4 zones we can use furnace in, it should be allowed to be used in dungeons.
-Add a strong (capped?) blue attack boost effect to Azure Lore
Or make capped physical attack and boosted magical attack (or affinity) our new 2-hour.
I know not many folks did the original VNM system. However, my friends have been desperately helping me get the Galdr ring. This has not worked out so well. We are 0/12 on any notable drops on Yilbegan. We have also lost countless Tier 3 abyssites that did not upgrade. Of all our encounters with Yilbegan we have not seen a 'True' version of the Dragon. All our encounters have been without a shadow and it would seem these versions are incapable of dropping any gear. Also after 12 wins against this dragon we have not even earned the title of defeating him due to the false version of this mob.
These are some possible solutions to this problem. Explain how false and true version of the mob work, is there a way to evoke the true version of the mob after popping? Make false version of the monster restore your abyssite after a successful battle. Simple make it easier to upgrade abyssites. Especially to the black abyssite. Finally, just remove false versions of the mob.
I know this content wasn't played by a great amount of people but it is incredibly frustrating for the folks that are interested in this content.
Could we maybe just get an upgraded Thief's Knife? Something with similar stats to the 99 STR magian, at least with the same base damage and a couple extra buffs slapped on there, be it STR or DEX, attack or accuracy, critical hit rate+, something to make it worth using as an offhand weapon for events like Dynamis where full timing the current Thief's Knife really hurts your kill speed and swapping it out every mob really isn't an option.
Actually here's an idea. How about expanding upon the current magian weapons and adding job specific augment trials for the jobs that can use the weapons. So the THFs with magian daggers can do a trial that will add Treasure Hunter+1 to their current level 99 thokcha, while DNCs could do a trial that would add something like Waltz potency+5%, and BRD can do a trial for Song casting time-5%. Play with the values a bit so that they're all balanced in the end, and either lock the augments to the specific job so someone that plays THF and DNC can still use their dagger on DNC but the treasure hunter effect will only be active if they're on THF. If they want to do the job trial for each job then they have to make another weapon, unless it would be possible to unlock all of the trials on the same weapon without it getting too cluttered and complicated to code. Make the trials different for each job, maybe tie it in with the Mythic weapon skills so people have to actually unlock those and use them a certain number of times on a specific mob. Maybe this is a completely ridiculous idea, but it sounded good in my head at the time. :)
It just gets tiring trying to DD on THF but people prefer us to use our maximum available treasure hunter and the current Thief's Knife is terrible. Most serious THFs don't bother to use it because of the loss of TP to switch to a better knife after we hit the mob.
Tptn937
08-25-2012, 12:58 PM
I want access to all staff ws on BLM/SMN/SCH. Considering I have to tote around about 20 staves in mog sack and inventory on these jobs, I feel like I deserve to be a master of the staff as opposed to WHM/MNK/WAR/PLD
Zadimortis
08-25-2012, 02:27 PM
Welcome, Producer Matsui. よろしくお願いいたします。
I have two suggestions: one specific and one over broad context.
-- As a specific point, the Alexandrite cost of Mythic Weapons is too high. Downright, totally, utterly, completely, unjustifiably, too high. I love the concept (mastering every facet of Aht Urhgan to acquire its true treasures) but the alexandrite cost is needlessly outrageous, to the point of being called insane. Particularly considering that most mythic weapons just flat-out aren't any good. As you are seeking suggestions to fix problems instead of blatant ramblings and whinings of 'what's wrong with the game' (which the forum-dabbling player base is very good at, as I'm sure you've noticed...), I simply suggest lowering the cost to better match the amount of alexandrite in circulation. I see no need to adjust the structural integrity of the Aht Urhgan endgame events that produce Alexandrite if the base amount needed for the mythic weapons is adjusted to a more reasonable value.
-- As a broader point, please understand that the intentions of you, and the development team, are not the carved-in-stone absolute truths that we need to play the game by. Many comments made by the development team and passed down through their lovable forum minions (Camate, Okipuit, etc.) are inaccurate, sometimes to the point of insulting the player base, and on occasion are flat-out wrong (see: Flame Geode/Weather discussion, Treasure Hunter+ for Pet gear discussion). In a game of this size and magnitude, the opinions and intentions of the development team with regard to in-game content are second to the opinions and interpreted intentions of the player base, and sometimes the responses from the development team really feel like they're trying to control how we play the game. It's ridiculous and insulting at times. Put the words, observations, and tested results of the players before the "it-looks-good-on-paper-so-it-must-work"-esque observations of the development team.
Thank you for your time. I am anxious to see what your new leadership will bring to the future of the game.
Seyomeyo
08-25-2012, 03:24 PM
probably mentioned somewhere in this 50+ pages, but I can't find it.
Can we please do something about the enmity system? DDs can hit the cap too quickly, and this causes a whole host of problems). principally, "Tank" jobs not being able to hold hate
Rekin
08-25-2012, 03:57 PM
Although a little late I'd like to address DRG's new 2hr.
-The current effects aren't horrid like BST. Maybe in the first time since I learned how bad spirit surge is post-spirit/soul jump I will have a reason to 2hr on DRG. However, the duration of the 2hr and their effects are still short of what can be considering useful. At best what a DRG can expect out of this 2hr is maybe 200-300 damage in breaths and 3 semi-fast potent cures, I say semi because healing breath has around 2 seconds of "readying" before the wvyern actually heals someone". To be honest the ability as a whole is very lackluster and probably will not see much use. The only times I'd even consider using it is life-death situation solo/lowman or when call wyvern is down in a heavy aoe situation, steady wing/spirit link is on cool down AND if I have no further plans within the next 2hrs.
-Now in the fore mentioned solo/lowman situation I will probably not use this ability for 2 reasons. 1. I now have to wait an additional few seconds before I can actually heal myself, 2 seconds from using the 2hr, then another 4-5 seconds from using one of the JAs and my wyvern to actually use the breath. In the 6-7 seconds it takes to actually gain benefits from using this ability defensively I will more than likely be dead or whoever my intention of saving. Instead of using this ability I would have been better off just using Deep Breathing+ spell trigger or just casting a spell to trigger Healing Breath. JA delay really kills this JA in terms of emergency usage.
-The statistical boost to the wyvern is too weak as it stands even if used offensively a DRG will be able to at best increase it's damage on anything worth using a 2hr on by 2% maybe 4% if the other DDs haven't murdered the mob within 90s. Offensively the 2hr is insignificant. Instead of spending 2 seconds every 30s telling my wyvern to breath on the mob I could more effectively just melee for TP and WS faster perhaps doing hundred times more damage then my wyvern. Considering the above this JA really doesn't deserve 2hr cooldown.
-The ability doesn't resolve the issue of the master/pet suddenly dying to instant death effects and DRG having to suffer a massive penalty to it's performance by lacking a wyvern compared to other jobs when KOed. To further make the ability less disappointing I suggest granting the master a defensive buff, perhaps in def/elemental resistances. Also immunity to both pet and master to most common ailments(ie. paralyze,plague,silence,etc) would make this ability more viable in terms of defense. By adding the above you give the DRG an ability to use in zergs/high end events where he will be able to fight without being severely hampered by having to constantly keep vigilance over his companion.
TLDR: The 2hr isn't as terrible as BST's or RDM's but is extremely weak use utility as there just aren't any situations where it'd be appropriate to use it. As it stands the 2hr is only SLIGHTLY more useful than Spirit Surge on sole reason that it does not devour our pet. Also in terms of leaving a significant impact upon a battle this 2hr and it's predecessor does not deliver. Perhaps the main benefit of Spirit Surge towards the group as a whole is the def down from jump however now that it is possible for Angon to give the mob 2 mins of -25% defense down I see Spirit Surge as a whole worthless and will probably never, ever use it.
Mayoyama
08-25-2012, 04:59 PM
I would love to see the usefulness of Kikoku and Nagi (especially nagi -.-) revised.
Kikoku:
*Aftermath: Enhancing subtle blow is pointless nowadays, given that almost any DD can cap subtle blow in gear alone. Furthermore, when you also take Myoshu: Ichi and Yurin: Ichi into account, it only further highlights the need to revise this aftermath.
Can I request that the aftermath become something more useful, such as a decent evasion bonus, Ninjutsu fast cast, and/or 100% Ninjustu tool expertise, or something else relevant to today's NIN.
*Blade: Metsu is also lackluster and pales in comparison to Kannagi's Blade: Hi, even with the damage boost. Consider making this a multi-hit crit ws like Blade: Jin? The animation looks like the WS should be multi-hit anyway.
Nagi:
*Augments "Mijin Gakure": This needs to be replaced. A boost in damage for a 2hr ability is not a desirable bonus to have on a weapon. None of the other mythics require you to wait 2hrs in order to benefit from the benefits from the weapon.
I would suggest changing this to perhaps an extra shadow on utsusemi (stackable with +2 Empyrean feet), some form of Augments Yonin/Innin and/or Elemental Ninjutsu Damage IV (+40%)
*Blade: Kamu is also lacking compared to Blade: Hi (although I cannot personally speak for what it is like with the damage bonus, from what I have read it is still a second rate WS)
Thank you :)
Mayoyama
08-25-2012, 05:09 PM
Nexus Cape: Please increase the number of areas in the present this is able to be used in!
Kysaiana
08-25-2012, 05:46 PM
Some of this stuff has been mentioned in one way or another already but:
Summoner
-Please allow us to use blood pacts more often. 45 seconds is just way too long when any mage can ws more often. It could be a lower BP timer, charges, whatever just something.
- If possible, it would be nice if we didn't lose our BP timer whenever an avatar is: slept, stunned, amnesiac, dies, or the monster being fought dies before it goes off.
-Please reduce the charge up time between blood pact use and actual execution. This would alleviate most of the BP issues with BP timers being lost.
Dancer
-Please make spectral jig last for at least as long as the recast is. I know it can be extended with gear on dnc main, and it has no cost, but it's annoying to have it wear off literally one second after use.
-If you are unwilling to separate waltz timers, can you at least make healing waltz have it's own waltz category? I shouldn't have to choose between removing a debuff or curing for the next 30 seconds or so.
Miscellaneous
- Please either increase the frequency of hot spells or up the drop rate on geodes for days of the week
-1500 heavy metal plates is too much for the little gain you get from 95 or even 99 version of empyrean weapons. Please either increase the drop rate to 100% on certain voidwatch NMs or lower the amount required to something more reasonable.
I got more but it will become long-winded and no one will read it.
Dawnn
08-25-2012, 06:23 PM
Make some sort of pulse cell for Sagasinger!
Rekin
08-25-2012, 10:48 PM
Addendum to my earlier post:
-Please adjust Geirskogul, Camlann's Torment as both Weapon skills are extremely lackluster compared to their peers.
ex. In abyssea I can hardly get Geirskogul to do beyond 1.5k damage, with peaks of around 2k with multi-attack procs. While using the same gear/atmas I can easily push 4-6k using Drakesbane or 3k with Stardiver. How much of a trade off in damage should there be for a mildly weak shock spikes? What exactly makes Shock spikes (for 30 seconds) worth losing 50-70% in weapon skill damage? They don't have a high rate of stunning mobs and the damage from them is roughly 10-15 on anything really. So what makes this WS great enough to be on a relic weapon? I want to know why sub par weapon skills like this haven't been revamped. As it stands this ws might as well not exist as even it's damage modifier defy what DRG is given in terms for weapon skilling or gear in general.
ex. Camlann's Torment and Quietus are far too weak to be worth their effort in comparison to other weapons that share their trials, namely Ukkos and Vere. Also as far as weapons go in their class, the effort to reward ratio is completely horrid compared to Masamune whose ws is very good.
TL;DR: Geirskogul, Camlann's Torment and Quietus and most relic weapon weapon skills in general need to be revamped or buffed as even the weapon skill damage bonuses from their lvl 95-99 weapon versions cannot salvage how lackluster or useless these weapon skills.
Godofgods
08-26-2012, 12:03 AM
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
Greetings!
We just wanted to give you a heads up that we will be closing this thread for evaluation on Monday morning so be sure to get your feedback for Producer Matsui in before then! Also, be sure to click "like" on any posts that you fully support!
Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru! Taru!
BigPapaBlueJay
08-26-2012, 03:16 AM
Nexus Cape: Please increase the number of areas in the present this is able to be used in!
Just allow it to work for all zones.
Tanama
08-26-2012, 04:09 AM
_______________________________________________________
_______________________________________________________
Allow us to quest for the Campaign Weaponskills.
Please add quests that allow us to gain the campaign weaponskills. Most, if not all of them are AOE (some cone aoe) and have status effects which would increase our utility. I am fully aware a few of them are limited in availability through Campaign ranking though I am sure the entire player base would be very happy having native, full-time access to them.
Uriel Blade
Spine Chiller
Cruel Riposte
Great Divide
Prominence
Arrow of Apathy
Amatsu: Tsukikage
Iainuki
Glory Slash
Warden of Terror
Bloody Quarrel
Leonine Legflail
Soulfetter Arrow
King Cobra Clamp
Napalm Tomahawk
Tartarus Torpor
Dark Knell
Divine Malison
Salvation Scythe
Quietus Sphere
and more.
______________________________________________________
______________________________________________________
Expand on Throwing (Job abilities & Weaponskills)
The player-base has been asking for Throwing weaponskills for a long time. The throwing job-abilities such as Angon, Tomahawk, not to mention Volant Angon, Bloody Tomahawk and Napalm Tomahawk serve as examples that can be turned into throwing weaponskills and can further be expanded on for new throwing job-abilities.
For example: Throwing WS or JA "Napalm Grenade" (Causes AOE Fire damage and Burn) Expends grenade. Jobs: WAR, THF, RNG, NIN
Throwing weapons such as Boomerangs and chakrams that return to you when thrown can and should have their own WS category. They can range from single target to AOE weaponskills or job-abilities.
Ninja would also have exclusive single-target and AOE-cone throwing WS with their shuriken.
Lehko Habhoka's "Iridal Pierce" is a perfect example of what a Throwing weaponskill can be.
With this in mind, shuriken, kunai, knives, grenades, bombs and other throwing weapons would have to become more readily available through synthesis recipes and NPCs. (Don't forget to make them stack to 99 and have bags for them.)
_______________________________________________________
_______________________________________________________
Introduce new weapon types: Great Hammer and Whip
Great Hammer / Great Club
Used by WAR, DRK, PLD, BST
It would make sense in my opinion to add another two-handed, blunt weapon with the only option now being a staff.
Staff weaponskills are mostly magical in nature with most physical ones being controlled with the mind. Great Hammer weaponskills would be geared towards high physical power, taking advantage of it's blunt/bludgeoning property. It would share a DMG/delay ratio similar to great axes and scythes and would fill in the gap for the high powered, two-handed weapon types.
(I.E Two-Handed, Ranged)
Slashing - Great Axe, Great Sword, Scythe
Piercing - Polearm, Archery, Marskmanship
Blunt - Staff, Great Hammer
---------------------------------------------------------
Whip
Used by: WAR, RDM, DRK, BST, SMN, COR, DNC
Whip would have a slashing property and a DMG/delay ratio similar to one-handed swords and katana. I listed the above jobs so that there would be a lot of versatility among the weapon.
Variety in whips could include the following:
Leather whip
Vine whips made of Rafflesia and Morbol vines
Thorned whip
Chain whip
______________________________________________
______________________________________________
Thank you for taking the time to read and consider this.
Windwhisper
08-26-2012, 09:07 AM
it would be game breaking to have a sword with all stats +11, atk, -pdt, acc, eva, Et cetra. if you do it for 1 weapon do it for them all.
I said same weapons with same stats. last i checked atk,pdt, acc, eva were all different paths.
1. Please add Polar Bears. They are long overdue to be added in the game.
2. Add color customizing to armor and weapons.(To change the color, but not affecting the stats.)
3. Add skill levels for Mining, Harvesting, Excavation, Logging, Clamming, etc.
4. Greatly increase the number and types of items you can get from mining, harvesting, clamming, excavation, logging, clamming, etc.
5. Add a jukebox furnishing for mog houses that allows you to listen to any music in the game.
JovialRat
08-26-2012, 12:20 PM
remove random floor jumps in neo nyzul isle, ( easy to do.. just use the delete button)
add more macro lines or gear sets
fix enmity ( allow plds to go beyond the cap )
allow mobs to aggro /emotes
more inventory space, | ( unlimited if possible)
please add some variation to elemental and other magian trial weapons.
Sometimes you want to make a macro to switch them, but they all have the same name...
even if its just "A B C D" etc. at the end, it would be very helpful.
In the same vein, please rename the pet broths
Burning Carrion Broth
Bubbling carrion broth
These are indistinguishable when trying to make a macro also. The both show up as B. Carrion broth.
(oh, and good luck to the community team in your work to organize and tally the requests in this thread.)
Before they lock it wanted to reiterate:
Address mythic acquisition. (sincerely hope neo salvage rectifies this)
Fix enmity.
Re evaluate ammo/ammo recipies (especially bullets)
Fix enmity.
Split up dnc ja's (waltz specifically) as i said before more then anything besides cool downs and shared timers the final limiting factor in DNC's ability to perform as a support is TP itself.
Fix enmity.
For that matter split most if not all shared timers (any drg's care to explain if that'd be broke for drg?)
Fix enmity.
Address ja post delay effects on meleeing.
Fix enmity.
Give us a better/more specific reason as to why older jobs can not have relics/empyrean weapons. (ps your original answer of "balance that's why" makes no sense)
Fix enmity.
Re-evaluate the special traits of relics, 10 poison damage a tic on mandau back in the day was pretty nice but is just meh, shock spikes on gungnir never mind how LOL subtle blow on kikoku is.
Fix enmity.
Re-evaluating the stats of the weapon skills themselves mainly relic and some of the mythic types too.
Fix enmity.
Up or remove the limit on merited WS's this was probably one of the more asinine things you all did with the merit system. (other then category caps vice just individual caps on skill category merits)
Fix enmity.
Fix rdm (preferably by stop adding mobs that are immune to most if not all enfeebles that matter/make it so there are no mobs that are immune to enfeebles)
Snoctopus
08-26-2012, 04:08 PM
Do not add world-spawn NMs or HNMs
Such content only encourages unfair play, and all players should be working to complete the content through their skill and teamwork, not by who is better at claiming a roaming mob. World spawn is a completely and entirely outdated mechanic and needs to be left dead.
Fix level correction and damage calculation for 1-handed weapons
THF, WAR, SAM, DRK, DNC, etc. should all be capable of dealing within 5% damage of each other under ideal situations. The current formulas for damage invalidate several classes for endgame damage dealing, and need to be fixed.
Give Red Mage something to do
Anything.
Remove the enmity cap
If you remove the enmity cap, you can create encounters where pulling hate or dying has severe consequences, such as if a DD gets killed the monster gains multiple levels, or every time the mob changes target it casts death on it's previous target. These mechanics would be cheap in the current game, but would be exciting and fun if the enmity system were overhauled.
Add display for alliance member TP and MP to all platforms
Just because.
Add displays for current debuffs on the monster in the target plate
Put tiny little buff/debuff icons in the name plate with the monster!
Fix THF knife
This knife is horrible. Please REMOVE the treasure hunter bonus from the item, and have the item start a quest that unlocks the Treasure Hunter IV trait for THF. It is important that when implementing said quest that you remove TH +1 from the knife, otherwise we'll be expected to do the quest and STILL have the stupid knife.
Juilan
08-26-2012, 04:55 PM
Give everyone who didn't get an Ark Scythe an Ark Scythe
Also don't know if it was mentioned somewhere in the last 56 pages, but how about grips for hand-to-hand weapons? That empty sub-weapon slot drives me crazy on MNK. Tailor them specifically to H2H and call them wraps or something if the current grips can't be made to work with H2H for some reason.
Now for some stuff that would not break the game that has prob all ready been said.
Inv. Space
i have alot of jobs... and that means alot of gear alot of macros and alot of time trying to remember if i mulled it or not. PLEASE FIX THIS - We need to be able to store all kinds of things not just rare/EX, either give us a new book to use with the moogle for gear storage that isnt rare ex or up our invintory drasticly. You have givin us all to tools to level at an insane rate but not the tools to play then all the best we can.
DRG
please for the love of my wyvern stop it from being stupid. Healing breath is a 1000hp cure for next to nothing, but you gave us more controls of the wyvern then didnt fix an issue that it has always had, if the mob dies it stops its TP move (healing/smiting breath). Then it flys about looking like its going to blow up. sure thats cool and all but tell that to the guy ya didnt cure in time, or ran out of range of it. Please adjust the timers of this to that if HB dosent go off it will reset the /pet command to 0:00. If you can make it do the same on HB from /mage that would be very useful too as HB > WS = no cure if ya killed it and if theres more than one thing your fighting then your group might be a little more dead than it would have been if not for this. Let us control our pets TP more as to when they use it, anyonys me to no end when i go to get tp and find out that someone just got parad and my SC is dead... :-(
THF
Dont play this much but that knife has got to go. This is a tricky one i am not sure how to fix this as you would need to either make it out of date by useing something with the same or better TH with stats that are more on par with the 99 cap or get it that TH can do a quest, merit or something that adds that TH somewhere else that will override the effect of the dagger 95 Mandu and thfs knife - /sigh
PLD
Please fix the hate issues, Ukko war can cap hate in seconds make it that pld can exceed the hate cap i am not saying uncapped hate but let pld go futher than most as all about the zerg atm and theres no skill to that.
Weapon Skill merits
WHY? Serously SE in what crazy ass mad world do you live on that you make it that we can level to 99 in one day and think they will only need to use x3 capped WS? for god sake a SAM will use all 3 of those just being a sam. Its not game breaking to ask that we have at least double that.
360 issues
Gamerscore --- Why is everything a Secret? make it so that we can see what is up there let us know what we can unlock at that bard, as for years i spent beliving that relic was a gamerscore item, only to find out its not that our its not unlockable.
Please make it so that we can see the gamerscores this will not break the game or be unfair play in ANY way!!
Crafting
Stackable items - please make ores and other non-stacking ingredents stackable.
HQ - let crafters HQ items like ingots and insect balls bait used to be only 12 its not anymore and this is out of sync with the game. Please add tierd levels to this
100-110 All crafts - please add more synths to this skill range as its painful atm.
Marcos
There are not enough lines to add all the gear you need to use for the gear you need to use for w/e reason, healing breath has something like 8 bits of gear that need to used with a magic spell and a /wait command. This needs to change. If you cant give us more lines then let us use the lines like the <wait> command at the end.
EG - /equip head bronze cap </equip feet brinze leggens> >Next line<
This will let you do almost double what your used to.
Lokithor
08-26-2012, 09:28 PM
Add fire weather to more zones. In the zones that currently do get fire weather, remove the seasonal dependency so that the zone will get that rate of weather all year. In zones that have volcanos, make fire weather extremely common.
Godofgods
08-26-2012, 11:57 PM
Give everyone who didn't get an Ark Scythe an Ark Scythe
I've been trying over a year to get them to help the taru's out with no luck. :( So i have a feeling that wont be on their list of things to do either.
I realize that WHM is a job that doesn't particularly need help, but I think Afflatus Misery could use some adjustment. Right now it's not really ever worth using over Solace (except for a quick Esuna), even if you are meleeing. The best way to go about this would be to change how the damage-taken is calculated, either making it go off the highest individual hit (and not simply most recent) or by just having it add up damage taken, up to a cap. The latter would be preferable.
Diasetsu
08-27-2012, 08:05 AM
I understand that new 2 hour abilities are currently being worked on and tweaked, but I am more curious if perhaps the original Monk 2 hour Hundred Fists could be looked at. Over the years Haste has become more prevalent for all jobs in FFXI. At one time Hundred Fists was a decent 2 hour, but with it being so easy to cap delay reduction, it has become kind of a useless ability. Furthermore hand-to-hand skill's addition to damage aside, a bare fist Level 1 Monk using Hundred Fists gets 5.4 Tactical Points per hit, while a level 99 Monk would only get 4.6 per hit. Attack Speed stays the same while TP gain decreases, meaning this particular 2 hour gets worse because of Martial Arts traits.
I have 2 possible suggestions to make this 2 hour useful again:
A) Remove Dual-Wield and Martial Arts from the delay reduction cap. This would change things drastically for all game play and perhaps unbalance certain jobs however.
B) Make Hundred Fists cap delay reduction as it already does, but make it supersede Martial Arts traits. Not only would this make the 2 hour of equal power from level 1-99, but it would also give Monks a reason to use it. If I currently cap delay at level 99 with no 2 hour, why use Hundred Fists. But if Hundred Fists acted as if I had 0 Martial Arts traits while still capping delay, I would use it very often.
Tamarsamar
08-27-2012, 08:42 AM
Before this thread closes, there are a few more things I'd like to say:
Allow Mission BCs to be repeated at leisure. Include a "once every Earth day" timer if you must, but I know that there are several people who have done mission fights that were over before they finished clicking through the opening cutscene (most egregiously the 5-2 Nation Mission fight) that would, now at the pinnacle of their limit-shattering power, like to face these former threats for themselves, at their own pace, but are prohibited from doing so (well, without changing Nations, in the case of the 5-2 fight). Furthermore, allow Adventuring Fellows to participate in Mission BCs, because (barring bad coding) that will not break anything that hasn't been broken in half already . . .
Additionally, if one wishes to recap all of their past achievements, one must pay backsideloads of time hauling their backsides ping-ponging all over the planet, trading random junk to out-of-the-way Goblin Footprints (again most egregiously, the Goblin Footprints located in the Spires of each Crag). This is patently ridiculous, as players should be allowed to recall all these memories from the comfort of their Mog Houses. I don't care if you do it in the form of a Mog Photo Album or whatever, but it should be obvious why such a feature should be required.
----
Finally, in case the very contents of this thread haven't made it obvious enough, Producer Matsui should know that "catching up" on 2 years isn't nearly as important as staying current with the playerbase trends of today, and even tomorrow! FFXI just had its 10th Anniversary. We should be through with looking at the past, and start setting our sights on Vana'diel's future.
Thank you, very much, for your time.
Keyln
08-27-2012, 08:54 AM
I just want to add in for added emphasis.
Gear sets in macros.
Belmonts
08-27-2012, 08:57 AM
Mr. Akihiko Matsui,
Please implement Japanese Character Input (IME) on Non-Japanese clients, has been asked for years and at least, on PC, is not hard to do.
Thank you very much.
Ritsuka
08-27-2012, 09:24 AM
A lot of these post SE already answered their question's along time ago but i don't have the time to answer them all so I'm not going to try lol. I'll just put in my 2 cents what I'd like to see
1) I would like to see more bullet's for cor
2) Maybe a level cap of 70 for aby so people would have to maybe level their job (prob just book burn then >.>)
3) Final Fantasy 14 got Battle Chocobo's would be cool if we could do that and maybe use our choco's in battle.
let us get gear for our choco's too.
4) We should get the scroll of rebirth for our whitemage's. (Lets you raise with out having a weak stat kinda like ninja's 2hr move)
Theytak
08-27-2012, 09:29 AM
I've put off replying to this tread for a while so that I could put some serious time into thinking up my response. I realize this will cost me in terms of "likes" which apparently affect the weight of our posts in this thread, but I feel that what I'm going to point out, regardless of how many times it may have already been said by others, is fairly important.
I also want to apologize to the community reps for the constant and sometimes unnecessary length of my posts in feedback discussions, though I realize that more often than not, they likely get summarized before being translated. However, while brevity is not one of my strengths, my points are always intended to be important.
In response to what it is that I want, I have many things I want to say, but I feel that the things that need to be said are more important. Our enjoyment of the game as a community is far, far more important to me than my own petty wants, so what I really, sincerely want is for the devs to be made aware of the following issues, and to get some real, in depth feed back on them.
Before I even cover issues with the game itself, I have several points that concern these forums, the dev's attitude, and the playerbase as a whole.
- I absolutely understand that translation from English to Japanese is not remotely easy, both in terms of language and cultural differences. I also understand that there are only so many Community reps, and they only have so much time in a day to devote to the translation effort. I think we're all very grateful for the work they do, and I, personally, having nothing but respect for them, especially given some of the inanity they have to put up with. These folks deserve a lot more love than we give them.
- That said, the difference in feedback we, the English speaking community, get from the dev team, compared to the Japanese players, is really quite infuriating. There have been many times where the English speaking community has been ignored or brushed off with not apparent reason, only to find out after the fact that the Japanese players disagreed with us, and we weren't informed. There is an obvious schism between the English and Japanese players in terms of how most of the jobs should be played, what type of gear should be used (the most starkly different of which is corsair), how various types of content should be handled, and what the issues are, or are not.
It is absolutely unacceptable that we know that the current status quo always favors the JP players, so much that we consider any issue that we know the JP players disagree with us about to be worth giving up on, because we will absolutely never win. I realize that the community reps are responsible for communicating what the dev team says, but honestly, we need to know what the JP players are thinking, too, and not just when the devs respond to random questions by them and quote them directly.
- In continuation of that, I would like to also point out how absolutely different the amount of information we receive, and the JP players receive is. Very often, it feels like our feed back is utterly ignored and pointless, because it simply isn't easy to translate effectively. I don't know how exactly the reps go about translating issues, whether they try to go as word for word as possible without going insane, or if they summarize and remove the very frequent anger or frustration we try to make clear, so I don't know how aware the devs are of the fact that most of their responses come across as if they're treating us like uneducated children, and how absolutely outrageous that is.
- Many of us have been playing this game for nearly or over a decade, and have an incredible amount of knowledge about the game. This knowledge, unfortunately, is very rarely shown by the devs. This is most clearly demonstrated in the very apparent difference in understanding of how the devs think the game should be played, and how we actually play it. Often, reasons for or against something will be given as "but because you can do a number of other things, we have no intention of changing it" or other such infuriatingly vague nonsense. Do the devs not understand that most of the time, the hyper-situational things they cite are absolutely never done by anyone ever?
- In fact, there are many, many issues that are completely glossed over by the devs as though "you'll figure it out, we don't need to tell you." This is unbelievably annoying. For example, whenever a version update includes new synergy recipes, you line them out, give their level range, and their ingredients. However, you've never once done that for crafting. Instead we just get "new synthesis recipes have been added." I understand that when you want to add secret stuff, you will, that's fine, but this is a matter similar to the blue magic issue. Remember that for years, you would list out every single new spell given for every single job, and then blue mage would get "new blue magic spells have been added." and nothing more. You changed that. We want you to tell us this sort of stuff. Give us numbers. Give us math. We appreciate math. It's an integral part of how our community functions.
- If I were to include a less serious issue here, but something I personally desire, it would simply be that at least one of the devs (not a representative, an actual member of the dev team) either admit to being fluent in English and beginning to read and post on our boards, or learn enough English to be able to fluently read and reply to our boards. This would go a long way towards improving our opinion of the dev team and how aggravating the situation can get.
- Honestly, in all, I just want to see more in depth information from the devs. We've almost completely unraveled most of the game mechanics, and the devs need to acknowledge this. Stop telling us "This new ability increases your damage." "This will make you attack faster" and "This will greatly enhance your performance" and start telling us "This new ability increases your attack by x%" "this will give you x amount of job-ability haste" "this ability should greatly enhance your performance by increasing (whatever specific parameters it increases) and decreasing (whatever specific parameters it decreases)."
- It would also be greatly appreciated if the devs stopped acting like we simply don't understand something when we claim that their idea won't work. We understand how things work very well, and simply giving us vague, maybesortakinda answers is condescending. A very clear example of this; "What does tactical processor do?" got such a vague, unintelligible answer that for the most part, we still have no idea what the hell it does, we just gave up trying to figure it out. We got something akin to "it decreases decision making time for the various decisions the automaton AI makes" without telling us what in the world those decisions are, given that there is absolutely no apparent difference in what it does with and without the tactical processor.
Now, to speak towards the game itself;
- As many people have already and repeatedly asserted, the enmity system needs to be completely overhauled. This system simply has not scaled properly since the level cap was lifted. I've completely lost any interest in playing my pld, because maintaining hate control is utterly impossible.
- Also very frequently pointed out, inventory is perpetually an issue. Every time you give us more space, it takes less than a week for us to be right back to where we were. The reason for this stems from the absolutely absurd amount of utterly specific gear that more and more frequently worth using, as well as the large number of items that cannot stack, or have very small stacks, for nor no apparent reason.
- I understand that you think the incredibly weak juice/au lait effects would be overpowered some how, if they could stack, but that is simply not the case. The same is true for medicines, at least playermade ones. Potions and Ethers are pitifully weak, rather annoying to make, and completely impractical to use because they don't stack. I understand that some things shouldn't be stackable, but these very minor healing items? Those aren't included in there, no matter what you may have convinced yourself of.
- When you're creating new NMs for us to fight, please, please, please get rid of the "Give it a thousand instant KO TP moves. That makes it hard, right?" mindset. Every single fight that's been added post abyssea can be, or has to be, done via heavily melee zerging with Perfect Defense or Fanatics/fools drinks. That's not difficult. That's obnoxious. One or two fights like that is fine. Every single one for the last 2 years? That's not fine. Give us dynamic fights, where the NM might have one or two annoying TP moves, or maybe a one time per fight KILLYOUALL move that can be avoided if you do it right, but the focus of the fight is that it takes time and intelligence to win, not having a dozen well geared melees mindlessly beating on it to kill it before one of it's numerous alliance killing moves goes off.
Some fights need to favor magical/ranged damage, some fights need to favor physical damage, some fights need to favor a balance. Some fights should be nothing more than an endurance brawl, hammering away at the monster and trying to out last it (read: not an 18 hour endurance brawl, but if a mob has a particularly good drop, that drops with some degree of regularity, but takes a good hour or two to kill, purely because it has a lot of HP/defense? That's fine.) However, a very, very, very small number of fights can rely on luck, but luck should not play more than a minor factor in most fights, as opposed to the huge factor it plays in every fight.
- Related, the issue of drop rates. The more annoying a fight is, the more difficult it is, the better the drop rate should be. a 1-5% drop rate on a fight that most people can solo in their sleep, while incredibly annoying, is fine. a 1-5% drop rate on a fight that requires 18+ people in incredible gear and a good 30-60 minutes of focus is absolute unacceptable. Further, putting all the effort into claiming/popping and killing a particularly nasty NM should absolutely never result in "nothing of value dropped..." Not one single time. That's insulting, demoralizing, and utterly pointless.
- Finally, and perhaps one of the biggest things: To each individual member of the dev team: Do any of you actually play this game in your free time? Not as a dev, or as a GM, but as a regular player. As far as we can tell, none of you do, and that is very apparent in your decision making and stated priorities.
As for what's left, these are all minor or unimportant things I would personally enjoy seeing:
- A minor, but very long standing annoyance; HQ material items. I could, for example, save a good deal of money by making my own tortillas, rather than simply buying them. However, because of the level my cooking is at, more than Tortillas, I'll get Tortillas Buenos, which are absolutely useless. It makes absolutely no sense that just because I got a lucky HQ proc on my buffalo jerky or my stone cheese that I suddenly can't use it in the same recipes. Do you have any intention to correct this glaringly ancient issue, other than the 80k GP rings? It makes no sense that just because I've turned out Bison Jerky instead of Buffalo, my chef skills are suddenly to little to know how to chop it up and stick it in Carbonara... This doesn't affect just chefs, either, though cooking has the most numerous cases.
- Tell us, once and for all, whether there is any difference between the four animators aside from the Dex and the HP/MP on the animator +1. In depth, if there is.
- Be honest with this one, was giving puppetmaster throwing skill, but no ability to use throwing weapons, while giving blue mage throwing weapons but no throwing skill, simply a mistake on someone's part that you've been to embarrassed to correct? If not, what in the world went into that decision, and do you have any intention to change that situation in any way? I'd love an answer to that.
- Bacon. Not gimmicky bacon like the cheese sandwich (which does nothing worth while and is obnoxious to make). I mean honest to goodness Bacon that does something awesome that does justice to the delicious taste of bacon. For example, Crispy Dragon Bacon (HQ: Meaty Dragon Bacon) could give a moderate increase to attack/r.atk, double attack, and store TP, but be annoying to make.
Hashmalum
08-27-2012, 02:44 PM
Hello, Producer Matsui. I hope you are in good health and haven't exhausted yourself already with all this reading you promised to do! I would suggest that if this sort of request for feedback, with a promise of all replies being translated and read, were normal instead of a special occasion, maybe there'd be less of a backlog of requests? Now, on to my main concerns. I'll try to keep this short, but I'm afraid it's still a lot.
First of all, we understand that FFXI is a very large and complex game, and development team time is limited. So, why not let us do some of the work for you? I don't mean necessarily 3D modeling, or story writing, but what about crowdsourcing requests for specific information? For example, a while ago you rejected revisiting the 15 minute NM ??? pop timers and making them shorter, because there were so many of them. Why not ask us to compile a list of every force pop NM ??? in the game, organized by zone and with the exact object ID number from the .DAT files (which we know how to read)? In order for us to do that, as well as to give proper feedback on other matters, please be as detailed as possible in your responses to us. Instead of saying things like "it would upset the balance", tell us what the scenarios are that you are worried about, so we can either argue our case or modify our requests. Or ask us for things like the exact .DAT file names that contain an issue of some sort.
Second of all, there have been a couple of quality of playing experience issues which have plagued the game for the duration of its existence that should be taken care of. One of them is the amount of time we spend in transition from one zone to another. This is especially harsh on those of us who use secondary characters for storage purposes--to send an item to our main character, we zone in to our mog house (with zone delay), log out, log in on the storage character (with zone in delay), leave the mog house (with zone delay), send the item, enter the mog house (with zone delay), log in on our main (with zone in delay), pick up the item from the delivery box, and finally leave the mog house (with zone delay). That's half a dozen or so long delays. Why so long? The client is downloading the same data over and over and over again: the character data, linkshell, maps, inventory, spells, job abilities and traits, the location of green-named NPCs and objects 90% of whom never move. This data should all be cached client-side. I know the consoles might not have the room to spare, but at least the PC should not be so handicapped.
The other longstanding issue is the issue of "phantom interrupts". You move into position, stop moving, ready a ranged attack or spell, and see it fail. You get the message "You move and interrupt your aim." But you didn't move! I suspect this happens when the packets arrive out of order. Even a 16-bit sequential number assigned to each packet would allow out-of-order packets to be detected and ignored when appropriate (that is, when they would move you in mid-spellcast or mid-aim).
Third of all, as a Red Mage, I welcome the recent changes to enfeebling magic, but they don't go far enough. Monsters like mantids, iron giants, Shinryu, and so on whose ordinary attacks are actually special moves make Slow and Paralyze useless. In addition, monster TP abilities have been getting more and more powerful, and are used more and more frequently. For the enfeebling role to be relevant again, we must have spells to help control the TP ability menace. Whether it is Amnesia, "Paramnesia" (Paralyze for special abilities), Plague, a sort of Addle or Slow for special abilties, Inhibit TP, Max TP Down, Confusion so the monster's special moves might hit itself, or even an ability to make a monster forget the last special ability it used for a little while, we need something.
I play this game as much for the story as much for anything else, and so I would dearly love to see any new spells and new abilities you create be earned by questing with the kind of storytelling that Square-Enix is famous for. I was disappointed to see things like Metor just being given out as random rewards from high level content. I did and enjoyed the quest chains that resulted in Warp II and Sleepga II and want to see more content like that.
Speaking of earned abilities, I'd like to see more "monster only" NM abilities be made available to players in some fashion, one suitably challenging of course. I mean things like multiple pets at a time like certain NM Beastmasters, or multiple elemental summons at a time like certain NM Summoners, or Utsusemi clones like certain NM Ninjas, or a Cosmic Elucidation skillchain like Tenzen's.
I'd also like to see more content like Trials of the Magians or the Einherjar therion ichor system that let you gradually work towards your goal, rather than relying on luck or money. In fact, both could use more content. What about adding some elemental shields that even non-Paladins can use, or some useful level 90+ ichor gear?
Finally, with content such as the hated 1500 Heavy Metal Plate trial, the RMT vermin have been given new life. And the new Nyzul Isle content has brought a new surge of cheating. The honest players want to see this sort of thing smashed flat. Never give up the fight against the RMT, both buyers and sellers. Never give up the fight against Nyzul Isle cheaters. I'm hoping to see many bans in the future.
There's more I'd like to ask for, lots more, but I won't burden you with it now. You're so busy already so I'll make my requests through the usual channels instead. Good luck and take care!
Muras
08-27-2012, 03:31 PM
Well, I just read through the entire thread. Wasn't so bad... I don't think Matsui will have that hard of a time. I'm very happy Matsui is taking the time to do this.
So, after reading the thread, I just want to repeat some ideas that I agreed with and to perhaps go into more depth with a few. I'll do my best "not to write a book", save for the stuff that may require a bit more explanation.
Quick, simple requests
BLU spell reset time should be 30 seconds, not 1 minute. 30 seconds is plenty of time to get chewed up by a monster, 1 minute feels like overkill.
BLU Spells: A lot of additional effects on BLU spells don't work. Now, according to some on BG this has been fixed already on the test server. But, just in case it's a fluke, I'm mentioning it anyways.
Allow BLU to target alliance members with healing spells. You did this with DNC, and I can promise you BLU won't suddenly become some dedicated main healer... Or... Whatever it is you're worried about.
Change BLU enfeeble priority. As someone mentioned earlier, it makes no sense that everything overwrites everything BLU has. Like, here's some weird logic; The Slow effect from Sprout Smack overwrites the slow from Filamented Hold. Why...? If anything, let BLU overwrite their own enfeebs to compensate for it or something.
Campaign: Offer better items to buy with allied notes, and allow people to gain EXP from bashing forts. The current system is definitely not balanced.
New food: In particular stuff for mages. I'd like to see foods that give more unique stats as well... Like a Haste food, Physical Damage Taken food, and so on.
Colosseum: Please finish the other half.
More 3-6 player content.
Allow Accession to work with Haste. Players were pretty excited about this with the Lv80 cap, only to have their dreams crushed. I'm not entirely sure why either... It's not like anyone brings a SMN along just for Hastega. It almost feels like the devs saw the player excitement and decided to nerf it beforehand just in case we knew something they didn't (And we don't. We just wanted to save some time and effort).
Being able to combine all obi's from Lumoria would be great. I don't have all of them but it'd certainly be a great incentive to finish them.
Less luck based content. I like being able to measure progress.
Scholar: Generally I feel this job is quite good at the moment. I'd just like to see this suggestion I posted (http://forum.square-enix.com/ffxi/threads/24871-A-couple-SCH-ideas...) taken into consideration.
Black Mage: If anyone reads my above suggestion for SCH, then I should also say I don't see why BLM can't get their version of the same ability. But instead of gaining strategems, I think they should gain a temporary Magic Attack Bonus boost based on how much TP was stored.
Please add another Satchel/Sack.
Remove the waiting until JP midnight mumbo jumbo from... Many things.
Less time restrictions on events. Such as the 20 hour waiting time on Mebble Borrows. I only entered Moblin Maze Mongers once, ever, because I hated having to rely on others for entry.Add FoV/GoV to WoTG zones, especially the beastmen strongholds and stuff. Give us reasons to raid the places,
Steelshells in The Boyahda Tree were still on 15 minute timers last I checked. Is this a bug/mistake?
Be willing to go both ways with adjustments. Example: You added congestion measures to Nyzul and later removed them. Why not remove the 3 person limit from Salvage and re-implement it if congestion DOES happen?
Make Libra's range not so ridiculously short.
Please increase the clipping distance on the PC version.
More Stance type abilities. Every job should have more than one.
Blue Mage's White Wind: The HP this spell restores isn't enough to justify the MP cost or the loss of a slot. Also in previous FF games, and for the mobs themselves in FF11, White Wind also removes a status effect. It wouldn't be much to ask for it to remove a single status.
Can we have the option of turning off battle music entirely? When farming a lot of mobs it gets annoying when the battle music constantly starts over and over and over for every mob, interrupting the zone music itself/zone silence.
I honestly feel 2 hours should be on 30 minute timers. Even 10 minutes is an eternity in this game.
Important requests
Fix the enmity system. This is incredibly important. And I hope I'm just misunderstanding recent posts, but please don't make this a PLD only fix either. This is a global problem, not PLD's alone.
Macros: Let us have ways of swapping all the gear we need with a single macro. There are many solutions such as the one I gave (http://forum.square-enix.com/ffxi/threads/22877-New-Windows-Version-User-Interface?p=313040&viewfull=1#post313040), or others such as having stored equipment setups that can be called with a command (Like /equipset 1)
Events shouldn't be based around the theory of "charm". A long time ago the devs gave the reason that they didn't want to add rewards to things like Ballista/Pankration was because they'd lose their "charm". Well... As someone who enjoyed Ballista I say this: What charm is there in an event if I got nobody to play with?
Please make Adloquium suck less. 1 TP a tick isn't enough. I understand that it stacks with other Regain sources but... Why not create a Regain cap for times when those jobs are around, to make sure TP gain stays balanced? Let Adloquium give 2-3 TP a tick but have Regain from all sources cap at 5-7.
Make Modus Vertitas not miss. Make HNMs immune to it entirely to prevent exploiting.
Unbridled Learning spells aren't that amazing, nay, on par with just regular BLU spells. Certainly not worth having on a 5 minute recast, and definitely not 2 hour worthy.
RDM needs some help. I don't play it and am not really sure how to fix it, but I know that there's pretty much always a better job to bring to an event. Healing? WHM or SCH. Nuking? BLM or SCH. Melee? ...Well, there's a lot of melee. RDM just lacks uniqueness entirely.
Better explanations from the Devs: A lot of us are adults, some of us even understand game development. We'd appreciate more transparency.
Requests that require some explanation
Mythics: Fix the alexandrite requirement for mythics. When you originally released these, the requirement was 50,000 which you lowered to 30,000 afterwards due to player complaints. However, even 30,000 is ridiculous with current drop rates and supply, and I find it amazing that even 50,000 was the original projection for a mythic. Either triple the supply of alexandrites or lower it to 10,000. Mythics already require a ton of other requirements so I don't see why Alexandrites need to be so high.
Heavy Metal Plates: This is also something a little unreasonable, and I dread to think how bad it'll get once people move on from Voidwatch.
Taking /displayhead a little further, why not just create a command called /displaylock that stores and locks your character's current appearance until you change jobs? I imagine it shouldn't be too hard to implement now that we have /displayhead in there. Should fix character blinking, and you could force enable this option in things like Ballista allowing players to gearswap (And thus making the penalty pointless).
Less cheap monster TP moves. Instant death and hate resets and high damage just don't feel challenging and fun to me. It's boring even.Obviously I don't want mobs to hit only for piddlely amounts of damage either. Just some balanced middle ground. With that said, my next point...
Be more creative with monsters. For example, a fight where a mob becomes near invincible periodically (Takes 1 damage from everything so people can still build TP) but has a visible aura (Similar to Ruszor's Frozen Mist and Hydro Blast effects) that indicates the type of skillchain to use on it to remove the invincibility. At higher HP it'll have single auras (So you need to perform Scission or Impaction), but as it dies it gains multiple at once (Thunder/Wind aura = Fragmentation), and eventually four for a Lv3 skillchain. This kind of fight would take more coordination and teamwork, which is something the game lacks right now. And obviously can't be zerged...
Dark Knight: DRK is definitely powerful, especially with the Last Resort change and the addition of Resolution. But at Vana'fest I believe the Devs said something about wanting to develop other jobs first for some reason, and I can't help but think this is because of these recent changes. I don't want DRK to be just another WS spamming melee machine like every other melee out there. If Desperate Blows and Resolution are actually holding back growth for DRK due to their strength then I hate to say it but perhaps these things need to be nerfed a little. However, this leads me to my next point...
More Dark Knight: DRK's magic is pretty much useless at this point. If you were able to get away with making DRK's magic actually desirable, you could indirectly cut into DRK's damage output and thus avoid having to nerf them. I feel this is something the devs don't take into consideration very much... If DRK is casting, they aren't swinging. You can make DRK's magic desirable by giving them more unique absorbs such as Absorb-SPD, Absorb-PDT (Physical Damage Taken), Absorb-MDEF and so on. These kinds of enfeebs are things people desire. Yoshi-P from FF14 has DRK right; When he asked what jobs people want to see added and DRK's description came up it said "A front line melee enfeebler". This is how it should be, and not some weird "sacrificing" job. The gain has to greatly outweigh the loss, and so far the devs have yet to add a JA that does this right. And please, if anything, just get rid of the decay on absorbs at the very least.
Allow negative statuses to be visible to other players by replacing the Linkshell icon. In all honesty, I see no reason why this cannot be done as the icon changes all the time for things like Campaign with it's Allied Tag status. Obviously only one status can be displayed at a time and so there would need to be a priority (And for which priority the players would prefer, you can refer to when you asked DRGs which order they wanted their Wyvern to remove statuses). But yes, I believe it should be possible for there to be a Doom/Petrified/Paralyzed/Poisoned/Plagued/whatever else icon since you appear to already have the code for this to work. And this would obviously only occur when fighting a battle with friends/LS mates outside of town so I don't see why anyone would care if their bazaar/LS icon wasn't showing up. Here's some pictures demonstrating what I'm suggesting:
http://ffxi.castleparadox.com/name_blind.png
http://ffxi.castleparadox.com/name_slow.png
http://ffxi.castleparadox.com/name_silence.png
http://ffxi.castleparadox.com/name_virus.png
http://ffxi.castleparadox.com/name_cursed.png
I'm sure you guys wish we tested stuff more on the test server. Perhaps you guys can cook up some kind of incentive for us to do so? Like... If I'm on the test server, I'm clearly not playing my real character where I could be farming gil or playing with my friends, or making some kind of progress. Our time is valuable and time spent on the test server is time and progress lost on the real servers.
That turned out to be longer than expected (And even longer to write). But I hope it helps in some way, if even a little.
Koren
08-27-2012, 05:38 PM
Just going to Copy/Paste my enmity suggestion here.
Players can agree the enmity system is broken. We can't agree how to fix it, but we know it needs to be fixed.
Currently enmity is measured by presumably 2 counters of Volatile Enmity (VE) and Cumulative Enmity (CE) and the total determines the target of a particular enemy. I would propose splitting the enmity values even further into Physical Enmity and Magical Enmity. Could be more but let's start with these two for simplicity's sake. CE and VE would be treated as usual within these two categories.
Physical Enmity would be gained by melee attacks, physical WS, BLU physical spells and the like. Magical Enmity would be gained through magical WS, spells, healing, etc. Enmity control abilities like Provoke and Accomplice could alter both.
A damage dealer like WAR would fill the Physical Enmity counter like normal and upon hitting the Physical Enmity cap would then begin to fill the Magical Enmity counter at a severely reduced rate. As an example, say the WAR's attacks generate 100 Physical Enmity. After hitting the Physical Enmity cap, the WAR's attacks only generate 30 enmity on the Magical Enmity Counter. In a similar vein, a WHM will generate Magical Enmity and upon reaching the Magical Enmity cap, the overflow would begin to fill the Physical Enmity Counter at a reduced rate.
Ideally, this overflow would also be removed at an increased rate as well, so an attack on the previous WAR would remove 20 enmity if they were uncapped on Physical Enmity, but the same attack would remove 50 enmity if it was in the overflowed Magical Enmity category. Normal generated enmity would have to take precedent over overflow enmity. For example, if the cap for both categories is 1000 and a RDM is at 1000/1000 Magical Enmity and 700/1000 of Physical Enmity caused by magic overflow and the RDM decides to start attacking with a sword, the Physical Enmity counter will increase at the normal rate until capped at 1000/1000 at which point the overflow enmity starts to convert into normal enmity. This does require that we have at least 8 enmity counters: Physical CE, Physical VE, Physical CE overflow, Physical VE overflow, and the 4 Magical Enmity counterparts.
In general, most jobs focus on a single type of enmity generation. Damage dealers will usually not use magical WS and mages will not melee for the most part so current tactics should not be affected too much.
The system does give a significant benefit to jobs capable of generating both Physical and Magical Enmity such as PLD and NIN. PLD and NIN would both be able to generate and lose Physical and Magical Enmity at the regular rate rather than the altered rate of overflowed enmity since they cause melee damage and cast cures/ninjutsu. This also extends to DRK if they use their magic liberally, melee RDM, magical casting BLU, bullet shooting Wildfire COR and DNC using Waltzes so some regulation should be advised.
Now for some reasoning behind the new system. We don't want to simply raise the enmity cap because we are left with the same problem as before, just 30 seconds later. A flat reduction in the amount of enmity generated could completely disrupt current lowman battles. A raised cap on tanking classes would just allow everyone else to go nuts with complete abandon. We want tanking to be a viable tactic, not a requirement for all situations.
The two enmity types allows current tactics to still be utilized while giving an advantage to our tanking classes. The overflow enmity, provided the altered enmity rates are reasonable, prevents specialty jobs from having perfect safety from being targeted.
Additionally, this would open up some new challenges from the AI. Instead of a single target, the AI would now have 3 to choose from and could tailor attacks based on the type of enmity. A player with high Magical Enmity could be more prone to being hit with silence and addle while a high Physical Enmity player could be targeted more with flash and amnesia. The player with the highest total enmity could still be the main target. Alternatively, the AI could rotate between the 3 bringing a new need for Libra or in the case of something like Hydra could attack all 3 targets at the same time.
I know a big problem might be from the fact the overflow enmity cap would need to be constantly adjusted based on the current level of the normal enmity i.e. (Physical CE overflow cap) = 1000 - (current Physical CE). I've heard there's a calculation lag for DRG when macroing Wyvern HP% gear, but not for Wyvern HP+XX gear, so there might be some issues with four constantly varying caps that can forcibly alter the current value.
wildsprite
08-27-2012, 06:52 PM
how about fixing RDM so we can tank again, the Enmity- trait with cures(Tranquil Heart) was not welcomed by those of us that melee with the job. Tranquil Heart should have been an ability not a trait.
RDM is a hybrid job it should be good at all of its abilities, but not the best.
Keyln
08-27-2012, 08:32 PM
I'd spend money for a couple of scenarios.
- One that tied Wings of the Goddess and Treasures of Aht Urghan together with Chains of Promathia and Rise of Zilart. Sorta similar to the one where the quest to tie Chains of Promathia and Rise of Zilart together.
- One that featured previous Final Fantasies. Maybe not a Dissidia-style scenario, but I think it would be cool to see the heroes (and heroines) of the previous Final Fantasy games interacting with the people of Final Fantasy XI.
Keyln
08-27-2012, 08:40 PM
Allow solo entry to Assaults and Salvage. And maybe allow Salvage to evolve into something like Dynamis where people have free entry. Those two changes alone would add wonders to make mythics easier to obtain.
Motenten
08-27-2012, 08:51 PM
Took most the weekend to re-read the thread and rate stuff. Didn't actually have much time to put together my own ideas, but there's enough good stuff in the thread that the devs should be busy for a very long time.
Still managed a bit on one item, though. So, here:
Enmity mechanics, particularly as they relate to Pld. Since you want specific suggestions rather than just "fix it"....
AOE hate tool. At present, when dealing with multiple enemy mobs, there's generally one major and many minor mobs, and the secondary mobs are usually tanked using 'supertanking'. That is, the 'tank' (generally pld) gets agro on the mobs, but not hate. Having agro means you're the one the mob attacks, but not having hate means there's no contention of hate should a healer heal you, or something similar. The healer healing you does not register as something that adds hate for the healer since the pld is not technically on the hate list.
In any revamp of the enmity system, you're going to want the pld to be able to actively engage the target. Doing so means that the inabilty of the pld to generate a decent amount of hate -- particularly on multiple enemies -- is a critical failure. For pld to be a practical choice while not resorting to the supertanking gimmick, they must have some means of generating hate on multiple targets at once.
Therefore there must be some rough equivalent to an AOE Provoke. Something along the lines of Actinic Burst (AOE Flash) would also work.
Current enmity decay with respect to doing damage to the target yields a decrease in enmity proportional to the damage incurred. I would suggest a reversal of that thinking: that enmity be gained in proportion to the inability to damage the target.
Consider enmity a combination of factors: How much does this target annoy me, and how frustrating is it to deal with him? A target easily damaged is a target that is easily brushed aside. The enmity generated by such a player is solely a factor of how annoying the target is (ie: how much damage do they do, etc); they neither gain nor lose enmity from taking damage if they are easily damaged. A hard-to-damage target, however, is a frustration, and something to focus on.
This increase likely has to be non-linear; there is simply not enough of a scale between the points in the current damage system for it to be workable otherwise. However constructing it this way implies an explicit increase in the value of defense for the pld (along with contributory effects such as Phalanx, or the reduced attack from Bio).
One approach would be that the base enmity a mob's swing can generate is equal to the maximum non-random damage the mob can do. [Note: Numbers are just for illustrative purposes, not actual suggested values.] EG: Base weapon damage plus max fStr, times max Ratio; a mob with a d200 weapon would have a max fStr of +30, and a max Ratio of 2.0 + level correction (so, 3.0 for a mob 20 levels above the player), for max damage rating of 460 for an EM mob, or 690 for a mob 20 levels above the player.
Most DDs would tend to take max damage. A turtled up pld could reduce the fStr in a Vit build, heavily reduce the effective Ratio, and shave some extra off with Phalanx; then add shield blocks on top of that. The difference between what the mob could have done if unrestricted and what the mob can actually do after accounting for defenses then directly translates into enmity gain. Invincible obviously maxes out this possible damage; Fanatic's Drink and Perfect Defense would have the side effect doing the same thing for DDs that made use of them.
Side-effects that would then need to be addressed:
1) No immediate means of reducing enmity, other than the natural decay-over-time of VE. If, given a tank and a DD, at any time the DD pulled hate but didn't stop attacking the mob, the tank would probably never get hate back again since there's no decay from hitting the DD, while also no further enmity generation on the tank since the mob is not hitting them.
If I were writing this I'd probably do something complicated like creating a decay effect based on the how long it's been since the player took action on the mob, that grows exponentially the longer it's been since the player did anything. Thus, turning around and not hitting is perfectly viable to drop hate. (note: curing yourself, for example, does not count as an action against the mob, so does not interfere with the decay) Not sure how feasible that is to track in game, though.
1a) Of course, the side effect of -that- is that kiting becomes extremely difficult. I haven't yet decided whether or how to address that.
2) Defensive skills become active enmity tools. Parry, evasion, guard and shield would all gain more enmity for the player due to heavily reducing or negating damage. I would say evasion should gain less enmity since it requires no particular behavior on the player's part, while the others all require that the player be facing the mob, and usually engaged.
Enmity generation from damage is an entirely different and complicated issue, so won't get into it here. Also not going to get into any specifics about exact hate caps, as that's dependant on the overall design of the system, and subject to tons of revsion based on math and testing.
Note: I tried to be very concise here, but I can guess that the above is gonna have a tough time passing the translators. tl;dr version:
AOE hate tool for pld.
Let enmity increase in proportion to damage the mob cannot do to the target, instead of decrease in proportion to the damage the mob does to the target.
Side note: Writing a system for enmity is a huge undertaking; players should well understand that it's not a quick and easy task. However we are acutely aware of the many and sundry flaws of the system, so will often point out minor specific elements that need to be addressed. Unfortunately most will avoid getting into specifics because any single specific will affect and be affected by any system designed as a whole, and we're aren't in control of how that will be built. As such, any given suggestion may or may not be relevant in the end.
However if you really are serious about wanting real detailed suggestions, and not just "fix it" requests, I'll put effort into a complete and comprehensive enmity system. But I need to know it's worth my time to do so, so please indicate the degree you're willing to look into something of that scope.
StingRay104
08-27-2012, 09:44 PM
2 years ago we were promised an update on all current weaponskills, please work on this soon. Scarlet delirium is still not very useful. It would probably be best to turn it into a sublimation like ability where we can store damage received until we use the ability again to get the benefits for a min.
SpankWustler
08-27-2012, 11:39 PM
Took most the weekend to re-read the thread and rate stuff. Didn't actually have much time to put together my own ideas, but there's enough good stuff in the thread that the devs should be busy for a very long time.
Still managed a bit on one item, though. So, here:
Enmity mechanics, particularly as they relate to Pld. Since you want specific suggestions rather than just "fix it"....
AOE hate tool. At present, when dealing with multiple enemy mobs, there's generally one major and many minor mobs, and the secondary mobs are usually tanked using 'supertanking'. That is, the 'tank' (generally pld) gets agro on the mobs, but not hate. Having agro means you're the one the mob attacks, but not having hate means there's no contention of hate should a healer heal you, or something similar. The healer healing you does not register as something that adds hate for the healer since the pld is not technically on the hate list.
In any revamp of the enmity system, you're going to want the pld to be able to actively engage the target. Doing so means that the inabilty of the pld to generate a decent amount of hate -- particularly on multiple enemies -- is a critical failure. For pld to be a practical choice while not resorting to the supertanking gimmick, they must have some means of generating hate on multiple targets at once.
Therefore there must be some rough equivalent to an AOE Provoke. Something along the lines of Actinic Burst (AOE Flash) would also work.
Current enmity decay with respect to doing damage to the target yields a decrease in enmity proportional to the damage incurred. I would suggest a reversal of that thinking: that enmity be gained in proportion to the inability to damage the target.
Consider enmity a combination of factors: How much does this target annoy me, and how frustrating is it to deal with him? A target easily damaged is a target that is easily brushed aside. The enmity generated by such a player is solely a factor of how annoying the target is (ie: how much damage do they do, etc); they neither gain nor lose enmity from taking damage if they are easily damaged. A hard-to-damage target, however, is a frustration, and something to focus on.
This increase likely has to be non-linear; there is simply not enough of a scale between the points in the current damage system for it to be workable otherwise. However constructing it this way implies an explicit increase in the value of defense for the pld (along with contributory effects such as Phalanx, or the reduced attack from Bio).
One approach would be that the base enmity a mob's swing can generate is equal to the maximum non-random damage the mob can do. [Note: Numbers are just for illustrative purposes, not actual suggested values.] EG: Base weapon damage plus max fStr, times max Ratio; a mob with a d200 weapon would have a max fStr of +30, and a max Ratio of 2.0 + level correction (so, 3.0 for a mob 20 levels above the player), for max damage rating of 460 for an EM mob, or 690 for a mob 20 levels above the player.
Most DDs would tend to take max damage. A turtled up pld could reduce the fStr in a Vit build, heavily reduce the effective Ratio, and shave some extra off with Phalanx; then add shield blocks on top of that. The difference between what the mob could have done if unrestricted and what the mob can actually do after accounting for defenses then directly translates into enmity gain. Invincible obviously maxes out this possible damage; Fanatic's Drink and Perfect Defense would have the side effect doing the same thing for DDs that made use of them.
Side-effects that would then need to be addressed:
1) No immediate means of reducing enmity, other than the natural decay-over-time of VE. If, given a tank and a DD, at any time the DD pulled hate but didn't stop attacking the mob, the tank would probably never get hate back again since there's no decay from hitting the DD, while also no further enmity generation on the tank since the mob is not hitting them.
If I were writing this I'd probably do something complicated like creating a decay effect based on the how long it's been since the player took action on the mob, that grows exponentially the longer it's been since the player did anything. Thus, turning around and not hitting is perfectly viable to drop hate. (note: curing yourself, for example, does not count as an action against the mob, so does not interfere with the decay) Not sure how feasible that is to track in game, though.
1a) Of course, the side effect of -that- is that kiting becomes extremely difficult. I haven't yet decided whether or how to address that.
2) Defensive skills become active enmity tools. Parry, evasion, guard and shield would all gain more enmity for the player due to heavily reducing or negating damage. I would say evasion should gain less enmity since it requires no particular behavior on the player's part, while the others all require that the player be facing the mob, and usually engaged.
Enmity generation from damage is an entirely different and complicated issue, so won't get into it here. Also not going to get into any specifics about exact hate caps, as that's dependant on the overall design of the system, and subject to tons of revsion based on math and testing.
Note: I tried to be very concise here, but I can guess that the above is gonna have a tough time passing the translators. tl;dr version:
AOE hate tool for pld.
Let enmity increase in proportion to damage the mob cannot do to the target, instead of decrease in proportion to the damage the mob does to the target.
Side note: Writing a system for enmity is a huge undertaking; players should well understand that it's not a quick and easy task. However we are acutely aware of the many and sundry flaws of the system, so will often point out minor specific elements that need to be addressed. Unfortunately most will avoid getting into specifics because any single specific will affect and be affected by any system designed as a whole, and we're aren't in control of how that will be built. As such, any given suggestion may or may not be relevant in the end.
However if you really are serious about wanting real detailed suggestions, and not just "fix it" requests, I'll put effort into a complete and comprehensive enmity system. But I need to know it's worth my time to do so, so please indicate the degree you're willing to look into something of that scope.
http://farm5.staticflickr.com/4010/4416673228_a2f3d48814.jpg
I hope it gets some attention even though it's coming so late!
Elexia
08-28-2012, 12:56 AM
Mr. Akihiko Matsui,
Please implement Japanese Character Input (IME) on Non-Japanese clients, has been asked for years and at least, on PC, is not hard to do.
Thank you very much.
This was a licensing problem at the start, not difficulty problem.
Byrth
08-28-2012, 02:05 AM
Skimming the thread, some common things I see, in no particular order:
1) Lower Ammo costs (this came up half a dozen times and seemed popular)
2) Allow solo entry to Salvage zones (This came up in various forms quite frequently, and often people asked for increased Alexandrite access which would be a byproduct of this.)
3) Increase the number of lines per macro to 16 (A lot of people said this)
4) Uncap the merit system (Approximately 20% of the posts in this thread included this idea)
5) Fix Red Mage (suggested methods vary, but everyone agrees it needs to change)
6) Fix Enmity (again, suggested methods vary but people think it needs to change)
7) Mimic windower functions with the official GUI (suggested in various ways by various people)
I'd like to toss out a few more ideas again that were included. Some of these were hit by other posts, but I am going to re-post them because I really feel they need to happen to make goals for some of the more hardcore players:
1) Lengthen the duration of Relic aftermaths by 50%
Logic: 30 Seconds / 60 Seconds / 90 Seconds would not be overpowered and may give some justification for using (for instance) Tachi: Kaiten to activate AM for an X-hit and then using Shoha for damage.
2) Allow Relic stats to apply when offhanded.
Currently relic weapons lose all stats other than base damage and delay when offhanded. This is very unfortunate, and I think we can agree that 1H jobs are a far cry from having a maximum potential damage that is too high. Allowing 2.5/3x damage procs to apply from the offhand would not break the weapons, and would give weapons like Kikoku a more useful role.
3) Allow Mythic stats and aftermaths to apply when offhanded.
1H Mythic weapons have lower base damage and higher delay than their respective relic weapons, but are desirable because of their utility and Aftermath Level 3 (which is itself a large TP-gain buff). They are, in short, designed to be the ultimate offhand weapon. We can already use the mythic WS with any weapon, so it would be nice if we could activate the Aftermath Level 3 on our offhand weapon while using whatever mainhand (like a relic or empyrean) is appropriate.
4) Allow multiple Aftermaths to be active at once.
Aftermaths are currently exclusive with one another, which is unfortunate. It would not offer a substantial gameplay advantage but would be very neat if we could benefit from multiple aftermaths at once.
5) Allow aftermaths of the same level to overwrite each other.
Currently AM1 can overwrite AM1, but AM2 can't overwrite AM2 and AM3 can't overwrite AM3. This makes it very difficult to maintain a full-time aftermath without wasting potential damage. This really needs to be changed. It will slightly improve the damage (particularly of mythic users) but will have a very large positive impact on the gameplay experience of owners of these weapons.
6) Allow Relic Procs to occur on multi-attack hits with the relic weapon.
Relic weapon hidden effect: 2/2.5/3x damage procs can currently only occur on the first swing of each attack round. I would like to see this changed to be any swing with the relic weapon. This might shift the balance of power between different options slightly (especially in the case of Ragnarok), but overall it would just improve the versatility of these weapons.
Camate
08-28-2012, 03:13 AM
A word from Producer Akihiko Matsui :)
Thank you so much for the large amount of comments! We will now be closing the thread.
There are a huge amount of suggestions from Japan, North America, and Europe, but I will be looking over each and every post that followed the instructions, and will be taking it all into consideration as I think about the future of FINAL FANTASY XI and the mutual feelings of the community.
I also have one more request for you all. I hope that you all could read over all of the posts in this thread (of course, reading over what you can is fine, too).
After playing with your friends for so long, you often start to think and play the same way as the them, including your linkshell members, and players that you spend a lot of time with and grow close to.
In this thread there are posts from these people as well as people who think in a completely different way. I’d like you to try and understand what adventurers other than yourself are thinking and looking for.
In order to continue to protect the FINAL FANTASY XI that we all love, we need everyone's cooperation or we'll be unable to accomplish anything.
I'd like to place more importance on the community and work side-by-side with you all.
From here on out I would appreciate it if you could consider the fact that there are people in the community who think in a variety of different ways and to sometimes write your feedback and opinions from an open-minded standpoint.
Thank you all very much!
With those final words, we'll be closing the thread. Please also use today to go through and "Like" the posts you agree with as we're hoping to finalize the document this week and deliver it to Matsui.