View Full Version : Let Producer Matsui Know How He Should Catch Up on 2 Years!
Camate
08-16-2012, 03:23 AM
Good morning everyone!
I’d like to share a message from Producer Akihiko Matsui:
Hello everyone.
Thanks for all of the "likes" and messages in response to the post I made the other day!
As I wrote in the Message from the Producer, there is a ton to catch up on from the past two years and I've been doing my best each day to do just that. However, even if I do my best I don’t think this gap is something that I can completely fill by myself, so I would really appreciate everyone's help.
Now then, I'd like you all to tell me what you would like me to focus on. Anything is fine.
However, I would like you to keep in mind and agree to the following:
Do not attack or flame others, including myself.
Be specific and concrete. We won't be able to accomplish anything if posts are unclear or full of attacks.
Instead of saying what you "don’t want," tell me what you "want."
Tell me what it is that YOU prefer. Not what your friends or linkshell members say, I want to hear from you specifically.
Please make your posts as a reply to this thread (I will also be taking into consideration the amount of "likes" each post receives). As a general rule, feedback should be posted in the appropriate thread, so once we collected enough post in this thread and after an appropriate amount of time, we'll close the thread. Also please limit replies to your opinions only and if you would like to discuss specific points, please utilize appropriate threads for each topic.
I will be doing my best to look over each and every post made. (Though, I am sure it will take some time…) Your opinions will definitely play a part in helping me fill in the gap from these past two years as well as for thinking about the future of FINAL FANTASY XI.
In addition to the work for currently scheduled version updates, there is also a lot of work to be done for the new expansion, "Seeker of Adoulin," so I don’t think there will be very many things we can do immediately and I’d like to apologize for that.
Also, I don’t believe it will be possible to have every single thing come to fruition, due to the fact that there may be content that is contradictory or things that no matter how hard we try it is just not feasible.
I will first be making sure that I accurately understand what you would like and then will determine if it is possible or not, and assign a priority level to it. I will be sharing this with you all and making it so together we can see the picture of how FINAL FANTASY XI will change going forward. I feel this is something the community needs and though it might not be quite so easy, it is a method I would like to adopt.
Thank you very much!
Suteru
08-16-2012, 04:16 AM
I want lots of better stuff for COR!
More bullets!
Cheaper Bullets!
Give a neutral location for the Pouch/Quiver lady to show up in case two nations are tied for first!
Also perhaps a better macro system so we can change gear depending on which ability we use!
edit: Also, for COR, give us a better second 2hr! Maybe make the 3 Phantom Roll ability on a 20 minute timer. I want a two hour that will benefit myself, offensively at least! Or maybe if it has to be support, a 2hr that guarantees 11s on X number of rolls?
I say we need to take an Airship to Adoulin, but it can be attacked, like Pirates can attack the ferry. I'd love to have an airship fight that isn't soley for a mission!
edit: One more thing: FIX THE EMNITY SYSTEM, PLEASE! Why should a dinky little COR like me be able to pull hate from a fully decked out PLD?
saevel
08-16-2012, 04:17 AM
Currently RDM is not useful for any event. As a job it provides nothing that can not be better provides by a White Mage, Black Mage or Scholar. Scholar specifically is superior to Red Mage in alliance support due to Embrava and Scholar's abilities and spells. The Red Mage community has asked for many different things to be done, and while obviously not all should be implemented something needs to be done for that job.
Blue Magic reset timers or Proc spells need adjusting in Void Watch. Currently the Blue Magic selection is so large that it requires Blue Mages to constantly reset their spells. With the 60s lock out timer in place it makes Blue Magic a liability. The community has asked that either the lock out timer be reduced or the number of Blue Magic Procs in Voidwatch be reduced.
I'm sure we'll think of something more to ask about.
Have a good day ^^
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On Red Mage, I've looked over the forum and got a good idea on where people tend to agree. I'll break it into three sections each dealing with a different part of the job.
#1 Party Support / Healing (White Magic Section)
The Cure IV update enabled Red Mages to become healers but that is not enough to earn a position as a support character. Red Mages lack party wide support spells, namely buffs, to this effect Red Mage tends to be completely left out from groups. Red Mage should be allowed to cause party wide area of effect support spells similar to the other support jobs. Create Hastega and give it to Red Mage, White Mage and allow Scholar to Accession Haste spell. Allow Red Mage to give everyone in the party their current self-cast spells, sharing these powerful buffs would go a long way to establishing Red Mage as a viable support job. Currently Spontaneity is a useless ability due to it's 10 minute recast timer. Could the developers look into changing it to 5 minutes.
#2 Magic Damage / Enfeeble (Black Magic Section)
Red Mages magic damage is fine where it is at. What isn't fine is the extremely limited selection of useful enfeebles. To make this worse, everything Red Mage can do was also given to White Mage or Black Mage, this makes bringing one of those other jobs more preferable to Red Mage. I have frequently recommended making a line of spells for Red Mage that reduce a monsters stats directly such as Reduce-INT, Reduce-STR, Reduce-Attack and so forth.
#3 Melee Damage (Warrior Section)
Red Mages melee capabilities are in a very bad place. Though there has been some progress made, in general it's only useful in soloing weak monsters. Red Mages do not believe they should be as powerful as the dedicated physical damage jobs, they would like instead to be somewhat useful to 6 member party or smaller groups. To this effect could the developers allow Red Mages access to the (WAR/BLU/PLD/DRK) Sword weaponskills of Red Lotus Blade, Seraph Blade, Vorpal Blade, and most importantly Sanguine Blade. Could the developers also look to adding Red Mage onto more melee orientated gear, the upcoming Salvage Gear update might be a good time to do this. Something else that would be a good option would be a Spell Blade Job Ability that consumed the Red Mages current enspell effect and turned it into damage and / or enfeebling effect. This would be a charge based system similar to how Corsair use's Quick Draw.
I apologize if this seems to be a big list. Much of this is a result of years of neglect from the developers, it piled up and up until it's become a mountain of requirements. The most important part is updating Red Mage such that it becomes a valuable party support job. The melee additions are of a lower priority though still needed.
Thank you and the Community Reps for their time in both translating this and you reading this.
V/R
Saevel
Mefuki
08-16-2012, 04:23 AM
Please make your posts as a reply to this thread (I will also be taking into consideration the amount of "likes" each post receives). As a general rule, feedback should be posted in the appropriate thread, so once we collected enough post in this thread and after an appropriate amount of time, we'll close the thread.
OK, so you want to know about what we want not what we don't want. That's fair. And you want posts here? Roger. Apologies for the repost, everyone.
Most BLU are unsatisfied with our new two hour. May I suggest any of these.
By Dinah of Phoenix:
BLU
Duration: 00:01:00
Description: Physical spells gain TP for the user. Magical spells drain HP depending on damage dealt. Breath attacks do quadruple damage and instantly cast.
An extra note by Prothescar was to make breath spells under it's effects ignore a certain percentage of enemy resistance.
Speaking of him, by Prothescar of Valefor:
*I modified your suggestion posted on FFXIAH to something that seemed a little more balanced. If you're reading this and want me to change it back just let me know. I don't want to misrepresent you.*
BLU
Duration: 00:00:30
Description: Blue Magic ignores level correction penalties, set recast times to 0, and costs half MP.
And lastly one suggested by myself:
How about a 2 hour version of Unbridled Learning for BLU? Say maybe 3-5 spells available, all from endgame bosses. They'd have to be good so, first ones I can think of are Mighty Guard from Shinryu, Diffractive Break from Provenance Watcher, Beleaguerment from Shah. Maybe Laser Shower or Target Analysis from Omega/Arch-Omega, Citadel Buster from Ultima/Arch-Ultima, or Grace of Hera (+ a moderate HP cure) from Alicorn.
Any of these, I think, most would be very pleased with. Please consider them.
This is going to be a long thread.
Twille
08-16-2012, 04:25 AM
The ability to save multiple "atma sets" in abyssea. Players use multiple jobs for multiple purposes. Its tedious to have to run through the entire list of atma to get what you need.
The ability to save multiple "gear sets" that can be activated via a macro command. Having to use multiple individual macros in order to swap all the gear for a particular action, then an equal number of macros to change back into your original gear is ridiculous at this point.
Shoko
08-16-2012, 04:26 AM
Yo Matsui! Obtaining Alexandrite still sucks after 2 years! Make it more common from this new version of Salvage; we want to finish our Mythics with some sanity left!
That's what I want.
I also want about 30 new spells for Blue Mage from this new upcoming expansion. And also unlock the other hidden spells that are still hidden!
Sayomi
08-16-2012, 04:27 AM
Better, cheaper, Ninja SHURIKENS!!!!! BANZAI! \m/ Oh and do away with Umbral Marrows!
Sp1cyryan
08-16-2012, 04:29 AM
I think the adjustments to jobs and new content being developed is going smoothly and pretty much on lock down. FFXI has seen some wonderful adjustments in the past year with much greater promise of a new thrilling expansion.
However, there is so much in Vanadiel that has been forgotten with its aging.
Assaults, Pankration, MMM, Sea, gardening, Sky (NMs take too long to respawn for how quiet it can be up there). Chocobo racing, Various quests, garrison, Expeditionary forces, campaign/campaign ops/campaign BCNMs/ Allied Note NMs (ANNMs), Imperial Standing NMs (ISNMs), Empty NMs (ENMs),Zeni NMs (ZNMs), The three beastmen kings, and so on have aged with Vanadiel and have been pretty much been unchanged or forgotten about with low popularity. There are some niche uses such as assaults and ZNM for mythic, but those are the exceptions. If those did not exist then very few would even bother to do ZNMs. Most, if not all of the the aforementioned need to be modernized to add their usefulness back.
Clamming, harvesting, mining, logging, chocobo digging and excavation could use a few changes (drops) too to freshen them up. Specifically clamming...
Even the Kokba Hostel in Whitegate could be a much cooler place to hang out if a tweak here and there was made so it became more appealing besides just a place to take off your food you no longer want. For example there could be a NPC added there to get your 2 hour ability back. A real /random gambling system in the Hostel would be nice too. That way all the people shouting and having to honor the win with a trade afterwards could have a spot to satiate their gambling needs. The current tables just are not popular with their corsair style system. People also want to be able to put up more than a few thousand gil. Allowing players to set amounts be great. The only problem with these two cool changes to make people actually want to use the Kokba Hostel is it become congested and the entry system need to be adjusted. However, I think it be cool.
Speaking of that; Whitegate. Even with Void Watch it is still pretty dead. It does not even have Abyssea NPCs to warp you :( and when is that Colosseum going to open? That NPC has told me it is closed for years now :P
I do not include Brenner because personally I have come to believe when a game gears towards PvP they gear away from non-PvP content which is the better content. It messes with the balannce (oho!) of all content that is not PvP. The new Play as a Monster System should replace Brenner anyway with something much better and cooler.
A lot of us paid $30 for three add on scenarios (A Crystal Line Prophecy, A Moogle Kupo D'etat, and a Shantoto Ascension) that were very short, and now only have a couple of situational pieces for jobs as they have been outdated and replaced for all but a couple augments. Perhaps adding another ending fight (after the existing one) on to these add ons for level 99s with new augments to the gear is in order.
A great solid chunk of great content has been modernized and breathes life into this game. However, all the little things that do make FFXI great are dusty on the back of the shelf. Sometimes shortly after their release. This should not be the case.
EDIT: Oh and a couple of BLU spells do not work still. Such as Vapor Spray never inflicting poison and Barbed Crescent does not inflict accuracy down. Other spells with similar issues include the accuracy of additional effects on Hecatomb Wave, Tourbillion, and Sandspin coming purely from base stats with skill + and magic accuracy gear not effecting them.
Add access to Jeuno in Wings of the Goddess :D
EDIT #2: Due to the request for more than "fix this" or "adjust that" I will put forward some ideas.
EDIT #3 Jeuno idea.
Aarahs
08-16-2012, 04:31 AM
Looking at the Auction House, you can see low level equipment does not exist due to abbyssea and book burn parties. Please make both normal quality and high quality low level gear and items relevant for the current game.
Expanding for some clarity.
Perhaps some kind of magian trial where you need x of armor piece progression with the end result being an endgame equipment piece.
Or maybe add new synthesis recipes that would require older equipment. This somewhat exists with some cursed gear and other level 75 equipment.
Possibly even some kind of salvage style trade in using high quality gear, by turning in specific HQ pieces, like the level 15, 25, 35 armors, you could get a new endgame equipment.
I'm just looking for some way for old equipment to have a market value just like it used to back before everyone just quickly burned through levels.
As it stands, there is no worth to selling gear for level 30-70 on the AH.
Monchat
08-16-2012, 04:44 AM
I want 16 macro lines, so that I can swap all my gear in one click. We can already swap all our 16 gear slots but we need 3 macro slot for it it is very unpratical. more than 16 or just "gear sets" works too.
I want some progression system for nyzul isle instead . Remove lamps all together and "penalities" for gear aggro, stuff like that, and make defeating non 100 or 80 boss usefull. Like, have them offer a KI that makes your climb easier.
currently making a level 75 mythic is harder than making a level 99 glowing relic or empyrean: even if you have the gil, making a mythic requires monthes of doing assaults twice (takes like 6 months), then climb nyzul isle and get enought points ( you cannot do nyzul and assautl at the same time), then einherjar points, then ZNM drops... This need to be adressed.
MarkovChain
08-16-2012, 04:45 AM
*I want Nyzul to be changed so that it's not as easy to win with cheat tools.
suggestion 1: reduce floor length, remove lamp order objective
suggestion 2 (revamp) : allow to start from previouly recorded floor, but instead let the boss have a lower droprate.
*I want 16 macro lines.
*I want the ability to dual box (playing 2 characters on one computer) with the official launcher (like I can play on the test server and normal in 2 windows anyway).
* I want exclusively 6-man-able content (or less, salvage-style).
* I want more content like sky/legion abjuration where you try your luck to get something worth with synergy.
* I want new gear model for the new salvage.
SpankWustler
08-16-2012, 04:52 AM
It's really cool to see such a personal-sounding message from the new producer.
So, first of all, I'd like to apologize in advance for any future implications I may make that he may not be wearing pants.
Both of my suggestions are very vague.
First, most problems brought up by players are worth taking seriously even when the solutions offered are nuttier than Mr. Peanut's nutty butt or impossible to implement for technical reasons. A solid eight times out of ten, there is a real issue at the heart of that completely insane or technically impossible change being suggested.
Second, please keep in mind that the players have grown and learned about Final Fantasy XI over the years. Many of us are now graduate students, writers, bear-wrestlers, teachers, scientists, or 30-year-old virgins who have gained mysterious magical powers. Along the way to finding a cure for dwarfism or learning how to perform a twirling reverse-suplex on a polar bear, many of us took a first-year college statistics course.
So, we know how the numbers that make basic functions (such as those behind spells and weapon-skills) work do their thing. We know that the median and the mode may be very different things and that not all samples are representative.
As a result, we're much happier with explanations that go into the mathematical or ideological innards of things than "this does this because we made it do this and it does this on purpose because we made it do this and that is that". I mean, what is the best possible response to that kind of answer? Relief that FFXI isn't developed by throwing laptops at stray cats and letting the chips fall where they may?
That sounds harsh, harsher than I want to come off, but I can't think of any gentle way to express the feeling that "this is intentional" gives off to many players when given in response to a request for change. It is a relatively harsh feeling, as far as first-world middle-class extremely dorky video-game-stuff goes.
I might not agree with the reasoning provided if the Development Bros were to say "We want people to spend X hours moving merits around a week, so we'll never uncap merits completely," or "We want a Blue Mage to change his or her spells around mid-fight during Voidwatch so his or her swords will see more use," but I would respect those detailed answers and that would provide something for the community to discuss.
I realize this kind of explanation requires more time and effort, and possibly even someone from the corresponding department to write it out originally, but I feel it would help move discussion in a much more constructive direction on both sides.
Vivivivi
08-16-2012, 04:58 AM
Hello, and thanks for your outreach to the fanbase, it really means a lot to us to hear directly from you :)
Top changes I would love to see:
-Clearer, cleaner user interface with HD displays in mind. While I know the team is hard at work making the new UI, I think it is important to keep in mind that on a hi-res display, text is very small and difficult to read.
-Anything that can be done to improve the "feel" of the speed of the game. Such things as characters "blinking" when changing gear, superfluous menus, and the unusually resource demanding things such as verdical confluxes are all examples of things that make the game "feel" sluggish.
-Voidwatch rewards system (I know, I know, I know). While the cells for sought after drops are a nice start, I have personally fought Kaggen 100 times and still do not have the body armor. A points system, or even a system similar to abyssea seals that at the very least might give players a sense of progression would be far more rewarding than just hopeless spamming of certain void watch monsters to obtain sought after equipment.
-A general emphasis on making things less complicated when addressing revamps to old content. I was delighted to hear about the abolishment of the cells from Salvage! These types of systems introduce unnecessary levels of complication that take away from the fun of these types of events.
-A throwing weapon skill! Kind of a random request, but it sure would be fun for Ninjas and Thieves who have taken the time to skillup this combat skill, and add a little bit more depth to their use of ranged attacks. I could see an emphasis on enfeeble effects, or even a sort of area of effect of the target type maneuver.
- And finally, a general emphasis on "fun" as opposed to "work" when making adjustments or developing new content. Please keep this in mind! I am not requesting for things to be easy, because that's not fun! However, in my opinion, as noted above with regards to Voidwatch, a feeling of progression towards a goal is not only fun, but rewarding. This is why I very much like the process in which Empyrean armor is obtained. You may not get the item you desire in a single run, but seals have a relatively high drop rate, and +2 items can generally be obtained without a yellow proc even in small quantities. These types of systems keep players like myself motivated to continue to play, because you can measure your progress towards a particular goal by counting seals, +2 items, dynamis currency, ichor, etc, while on the contrary, fighting certain void watch monsters dozens, or hundreds of times, or in the case of Provenence Watcher which is even worse, spending 1-2 hours to do all four fights, and walk away with little more than a log, is not only frustrating, but it becomes not fun, and less appealing to partake in.
Again, thanks so much for your outreach, and please keep us updated :)
Eurell
08-16-2012, 05:06 AM
Rework the enmity system so that having a tank is actually viable again.
Dazusu
08-16-2012, 05:14 AM
Personally I would like to see some world-spawning HNM. Ones that pop every 5-10 minutes, so there's no promotion of cheating or monopoly. Ones that are up/waiting to be killed and deliver a battle that's challenging enough to be notable. No temp items. No over-powered 'buffs'. No stupid 'one shot' moves which are unavoidable without Perfect Defence to the entire alliance.
More importantly though, is as the poster above stated - Rework the enmity system (re-scale it) so tanking is viable once again - and deliver content that needs a tank other than <insert random DD>.
Kaisha
08-16-2012, 05:19 AM
He should probably start by reading the last couple year's worth of update notes, since we had all of Abyssea, Voidwatch, and the lvl-cap raises during that time.
Then afterwards, join a linkshell on a lvl99 character with moderate gear and get a taste for how current FFXI endgame plays, and then figure out things from there as far as SoA content will run.
Eyeballed
08-16-2012, 05:19 AM
On the premise that we ought not remove any aspects of the game currently in place, I'd like you to add to it. Simply, I'd like to see value put back into the game's mid-play. This is what I propose:
- Certain existing weapons/gear of varying level, which can be crafted, be attached to varying parameters such as Weaponskills, Damage, Accuracy, etc. The weapon itself will carry a cumulative factor of relative progression the more these parameters are fulfilled, where ultimately the weapon can be attributed in various ways (cap gear, abilities, etc.). This progression should exclude EXP gain as a parameter for progression, and should be exclusive to defeating Even Match enemies and above.
Helel
08-16-2012, 05:26 AM
This probably won't receive many likes since most people are too cheap to play RNG in the first place, but the prices of bullets need to be seriously looked into. Adaman ores/ingots need to be made more readily available (voidwatch?) or the number of the bullets synergized needs to be increased. Currently RNGs have to pay 200-300k per event . . . just to play the job.
larrymc
08-16-2012, 05:28 AM
I would like more 3-6 man content that is challenging, and progressive. Content that does not depend entirely on luck, and rewards skill and innovative job usage, rather than a fix, specialized format (2 SCH + 4 DD)
Vagrua
08-16-2012, 05:28 AM
Lower Heavy Metal Plate requirements for Empyrean Weapons or make them drop more from Voidwatch. Even 500 of these would still be considered a challenge to get. 1500 has always been unrealistic to casual players.
Adjust Dynamis Lord to drop 1 Umbral Marrow to remove strain on relic owners.
You're aiming mostly at the casual playerbase nowadays; you cannot make requirements impossible for those that only play 2-4 hours a day due to jobs/families.
Fix PLD so that it can actually tank in environments where all enmity is capped.
RDM isn't even considered in content nowadays. Do something to make it useful again.
Remove the restrictions on meriting Weapon skills.
Xtrasweettea
08-16-2012, 05:32 AM
Well, I have something I would like to be addressed is the issue of what is Red Mage's role in FFXI.
Currently, Red Mage does not serve a real purpose in non-EXP group events. I understand that Red Mage is a job that used to be and can slide into party slots that need to be filled. Though, with the current end-game events as they are now, there is no need for a "filler" nor is there any strategy that can afford a slot for "just in case." With events like Nyzul Isle Uncharted and Legion, Red Mage is not used in most strategies used. These events have specific setups by most of the player-base that does not include Red Mage. Red Mage is too marginalized to be of any use in almost all endgame settings.
I would like for Red Mage to not be marginalized as it is now. I would like Red Mage to have a specific purpose in Final Fantasy XI in end-game events.
Here are some things I believe that can be used to help in improving Red Mage and to give it purpose.
1. Increase Red Mage's Enfeebling Magic spell library and a reason to use Enfeebling Magic: Currently, Enfeebling does not have a place in endgame events other than trying to proc weaknesses. There isn't a need for the current Red Mage list of enfeebles because either the enemies in the events are immune to the spells (like Gravity and Silence) or the spells do not seem to have any effect at all on the enemy (like the Blind spell line). The current list of Red Mage spells are not enough to entice the player-base to include Red Mage in events. I am proposing to increase the Red Mage spell library. Some examples would include enfeebling magic that can weaken TP moves from enemies, enfeebling magic that can reduce TP production on enemies, and enfeebling magic spells that specifically target an enemy defense or attack stat (beyond the Dia and Bio spell lines).
2. Increase Red Mage's Enhancing Magic Library: As a job that was once touted for it's great enhancing magic skill, Red Mage enhancing magic isn't used very much at all in the community. Most spells that Red Mage possess are self target enhancing spells. These spells do not really work with the AF3 bonus set. The only two spell lines that can benefit from the Composure buff from the AF3 set are Haste and Refresh... which these two spells alone are not enough reason to invite a Red Mage to end-game events. White Mage and Scholar do a much better job with enhancing the party and are usually picked for that benefit in conjunction with their other benefits. I would like to see an increase in the Red Mage enhancing spell library that would want other to invite Red Mage for events (even if the spell does not directly benefit a party member). A few examples would be a single-target form of Temper that can be used on a party member ("Saber"), a Self-targeting enhancing spell that gives the same effect as "Fencer" (strength of the effect would be based on enhancing magic skill), a single-target Regain type spell, and a single-target spell that gives the same effect as "Fast Cast" to a party member.
I think with the two items would help Red Mage be more viable and desirable for endgame events. I would like to use my Red Mage in end-game events.
I also have one other thing that personally bugs me: Red Mage has two ranks in "Shield Mastery" but not enough Shield Skill to properly benefit from it. I would like to have Red Mage's Shield Skill raised if possible.
Thank you for reading and addressing my post.
Zubis
08-16-2012, 05:34 AM
Thank you for reaching out to the community.
I want the rewards given out in future events to be focused on effort, not luck.
Players are much happier when they can see that there is a guaranted reward at the end of doing something, ie "fight x 50 times" instead of "fight x and you might get lucky on the first go".
noirin
08-16-2012, 05:36 AM
I very much appreciate you taking the time to even read a thing i post on here sir. I'm honestly surprised at even the bit of effort the Dev team has put into reaching out to it's playerbase in the past year or so.
Honestly there are few things i can just blab off the top of my head for improvements, though over the course of the next few hours i'm sure i can find things to edit into here over time.
Things i can think of right now though?
---------------------------------------------
* The new BST 2hr. it honestly will forever be a terrible idea as long as you're forcing the job to KILL it's pet for any kind of buff.it's not an idea i've seen a single person on this forum like or enjoy in any concept. i'm still a big fan of the ideas of either A-a 2hr that calls a notably stronger pet for sometime or B-some sort of way to raise a pet, that could be called as your 2hr. As the ability stands now, you're effectively forcing the job to pay per usage for this 2hr when it is flatout considered to be mediocre, situational and of no use to the majority of all BST.
* The ability for party only spells to be used alliance wide. Coming from my WHM side i more specifically mean Erase or Sacrifice, though this concept is stretched to a variety of things [Regen, Healing Waltz etc]. In a game where I am encouraged to take on endgame and Abyssea content with a group, it becomes increasingly difficult to keep the majority healthy when the main tank isn't in my party, or the tank's party healer is currently down, leaving me to toss him cures and single ailment remedies.
Chamaan
08-16-2012, 05:36 AM
I want more open field solo friendly battlefields like the revamped Dynamis. If I want to solo old Salvage I shouldn't have to wrangle up two bodies just to fill a minimum party requirement.
No more lamps in Nyzul Uncharted.
Change Upheaval's mod from Vit to Str (personal gripe, Vit mods suck).
Further adjustments to Relic weapons. The WS, even with the bonuses from upgrading to 99, are lackluster. Change mods, Aftermaths, or just plain redesign the weaker ws.
You can solo an entire relic weapon to 95, but the items for the final upgrade to 99 (the upgrade that finally makes SOME of them competitive with Empyrean weapons) cannot be solo farmed, please consider an alternate magian trial to upgrade to a non-afterglow 99 via a soloable method. Maybe something like 5k WS kills so it is commensurate with the difficulty of obtaining 5 umbral marrows.
Camiie
08-16-2012, 05:37 AM
Mr. Producer, I'm not going to ask you for any specific changes. I'm simply going to ask you to play the game. Play it the way we play it. See it through our eyes. Hop on a live server of your choosing and follow today's progression from square one. I think that's the only way to truly understand what needs to be done.
detlef
08-16-2012, 05:38 AM
A few complaints:
-I dislike having to zerg so much of the current content. For most fights, you simply want something to die ASAP and zerging is simply the best option. I don't like that everything is related to Perfect Defense, Embrava, and balls to the wall DD. And sometimes Chainspell Stun. I don't like crazy AoE moves that will wipe you without PD. Insta-death moves are also very cheap.
-Crafting to 110 is ridiculous at the moment.
-Hexed gear abjurations are annoying to get and the -1's are somehow even more annoying to get.
What I would like to see:
-More 6-man content. I am looking forward to the Salvage revamps.
-Less content that is restricted by timers.
-Stronger, more potent melee foods. Useful mage food.
Mirage
08-16-2012, 05:47 AM
Hello Mr. New Producer.
I would like for you to look closely at some of the content that was never really popular, or where popularity decreased very quickly, and see what could be done to make them more popular.
Often times, it is not the gameplay in the events that is undesirable, but the rewards you get from them compared to the time you put into them.
Some examples include:
WotG Campaign:
A cool concept, I think. Join one of the forces of a huge war and help turn the tides, which in turn unlocks certain areas with (at the time) all right rewards. However, the Allied Notes rewards weren't that great, and after not very long, it became very hard for the few players that actually did campaign to actually capture the areas needed to do the more challenging fights.
Walk of Echoes:
Another event that I thought was pretty fun to participate in. However, the rewards from these are greatly overshadowed by a lot of abyssea stuff, and in many cases, the stronger abyssea version takes less time and effort to complete while also being stronger. Additionally, as a result of so few people doing WoE, the dice and residue items that are used for the lv95 and lv99 upgrades become prohibitively expensive for the players that these weapons are meant to be for.
It seems to me like these weapons are meant to be for mid-tier and somewhat casual players, however, the effort and cost of these items is more in the ballpark of what a non-casual and high-tier player would want to spend on getting them. The problem though, is that such a player would simply go for the real Empy weapons instead.
Here are some ideas on how to fix this: Add more desirable items to WoE, items that lots of players would want to get. Increase the drop rates for coins and perhaps add a feature where you can spend undesirable coins on a minigame where the rewards could be other coins (hopefully one of the coins you need), dice, residues, or other items. Make more fluxes that are tailored for various common low-man groups and that still give good rewards. Like I've said in a different thread, some fluxes could be for a DD-heavy party of 6 people or less, other fluxes could be for mage-heavy parties, while some fluxes are best dealt with by having a balanced group of healers, damage dealers, tanks and nukers. Then you'd also have some fluxes that are clearable by maybe just 3-4 players (without these players having to be pet jobs), and fluxes that are made for large groups of over 10-15, and in some cases more than 20-30 players.
Oh, and remove alliance-wide hate from it. All that encouraged was that you'd have 20 people fighting solo instead of one or two alliances working together, because it was safer. If you were in an alliance, you could risk a bunch of mobs coming right for you even if you hadn't even done a single action yet and were outside their aggro range.
Other than that, I'd want you to consider the fact that new players still join the game, and that you'd want the game to make a good first impression on them. The leveling speed for new players is probably fine nowadays, but there are some things about the leveling nowadays that I don't think they find very exciting.
For the first 70 levels, you'll be spending 99% of your time fighting skeletons in a dungeon, then crawlers in a dungeon, and then bats in a dungeon. Of course, the old FF11 did not have the greatest variety in enemies either, but nowadays it is kind of ridiculous. It is made even worse by the fact that you're punished for leaving the area, because the exp from pages resets.
I think perhaps you should just remove the gradually increasing exp from GoV and put in place a static exp value which is perhaps at 90-95% of what you could get from a page when you reached the exp cap of it. Additionally, Fields of Valor should be balanced up against Grounds of Valor. Currently, it is a lot faster to level up with GoV than it is with FoV,and the buffs offered are much better. I think this is a shame, because it encourages players to stay in dark, depressing dungeons all the time, instead of trying to level up in some of the much prettier zones in the game. Speaking of pretty zones, some of the CoP and ToAU zones should definitely get field manuals/grounds tomes too.
Then there is also the issue of gear for new players. Levels 1-60, you will find extremely little gear on the AH. In the past, we could do things like spend Conquest Points to get all right weapons and armor for the first 30-40 levels. However, now that the game has shifted to killing EP mobs and get page rewards, people make extremely little conquest points as they level, far from enough to buy any of the gear available from conquest guards. Solution: Make page exp give conquest points as well, like it would if you got the exp from a monster. Now, new (and returning players without lv75 jobs) will be able to get gear from conquest guards as they level up, instead of having to look at the (for them) almost entirely empty auction house.
And last, but not least: I would like more nation missions! Let us get to rank 15 or something, and introduce some nice gear from the new missions. Perhaps add some conquest point items that are relevant for levels above 75 at the same time.
P.S. Even if we're going to stay at level 99 for a long time now, please do not be afraid of making us stronger. I would not want a repeat of the situation at lv75, where a lot of new gear that was introduced would only be 0.0005% better than what was available before.
P.P.S. Let future reward systems not be extremely reliant on luck. FF11 is not a slot machine. Let rewards be slowly but surely built up to, and/or let extremely hard mobs give very good gear at a high drop rate. The challenge should be in the fight, not in how many times you can do the fight without dying from boredom.
-edit-
This turned out a lot longer than I planned, but you did ask for specific examples, so then I thought I'd oblige.
Twille
08-16-2012, 05:53 AM
I would like to see the merit caps removed if possible. However, I figure that's rather unlikely, so at least consider lifting some of the caps, most notably in the Weapon Skill category, along with combat skills.
SpankWustler
08-16-2012, 05:56 AM
As far as really specific suggestions about game-play go:
I'd like to see enmity changed to depend less on raw damage dealt and more on spells and abilities that deal directly with enmity. That's what the abilities are meant to do, yeah?
I would like this adjustment to merit caps (http://forum.square-enix.com/ffxi/threads/24269-byr1001-Uncapping-the-Merit-Point-Categories) to be reconsidered.
This isn't a suggestion, but I absolutely love the conglomeration of warps that can be obtained through Voidwatch and other means as of late. It just feels so good after years and years of watching my little onion-bro run around for relatively long periods of time.
Bersty
08-16-2012, 06:12 AM
I would like to see serious consideration for the requirements of completing a level 75 Mythic weapon. The following needs to be taken into serious consideration:
1. Alexandrite: I sincerely hope you consider the Alexandrite component of the Mythic quest as being the aspect in most need of change. Instead of suggesting the amount be changed; as I am sure you will see positively throughout these forums as being the "only" solution. I feel that instead, what needs to be addressed is moreover the means for obtaining it. As it currently stands, the counterparts to Mythic Weapons (Relics and Empyreans) can for the most part be solo'd as far as the items required for completion (items/currency). Mythic weapons, on the other hand, for the most part requires a team to "farm" the Alexandrite so I would encourage you to either consider allowing the entry requirements for Salvage/Nyzul to 1; or more importantly, to increase overall the drop rates for Alexandrite, Alexandrite pouches. Consider making a linen-pouch 100% (or 99.99%) guaranteed when killing a Salvage zone boss.
2. The completion of Assault Books: i.e., The completion of assaults for the second time. Was it not challenge enough to obtain captain status? for those who are in need of obtaining 150,000 Nyzul Assault Points, this severely hinders their ability to even start focusing on that aspect of the quest. My suggestion would be something along the lines of the updates done with Einherjar; in that, the said player who obtains Captain status would automatically receive the "clear" for each page of the books for Assaults in Key Item form. This would alleviate having to them again.
3. Spawn conditions for Aht Urghan Kings: Currently, it seems as though it can be anywhere from a week to two or more for these Notorious Monsters to spawn. Would it not be possible to reassess (as it was promised in the past) the spawn conditions for these Notorious Monsters? Is it completely unreasonable to adjust their re-spawn rate to a 24hr pop time?
Bersty
Economizer
08-16-2012, 06:13 AM
I've got a laundry list. I'm not sure if these should be posted separately so people can add likes to each idea or not, so I'll just list it all of them with explanations. These are roughly listed from most important to least.
Third Party Add-ons
Allow sanctioned third party add-ons to enhance the UI and Macroing Systems in a manner that you can regulate and set rules on.
Key Community Websites that SE itself works with like FFXIAH have to resort to using illegal third party add-ons to get their information, so it isn't like there isn't a major case for letting players have a legitimate way to enhance the UI we're given.
Deeper explanations of reasoning behind certain dev decisions, especially historical ones.
We like math. We like stories. You've got both. I don't think there is an easier way to make us happy.
Answer selected questions about game mechanics on a weekly or monthly basis.
It would be nice to know how Barsilence works after all these years because testing it is roughly impossible without even a hint. Feel free to keep Treasure Hunter all mysterious if it means we can learn some other stuff we haven't been able to figure out after ten years.
More UI information about specific stats
I remember that this may be in the works to some extent, but it is worth repeating.
Accuracy, Evasion, Ranged Accuracy, Ranged Attack, Magic Accuracy, Magic Attack Bonus, and Magic Affinity to start.
Look, we already know how Haste works and we know it isn't a 1:1 value with what is displayed, so being able to know if we have met the exact 25% gear Haste cap without wearing 26% Haste would be nice.
So exact Haste values would be a nice start. Also, Barstatus resist (like Barsilence), "Killer" effect values.
Food Adjustments
Primarily the problem with high level foods are that they haven't been scaling as well for certain roles as others - mage foods in particular suck.
(See thread for more info. (http://forum.square-enix.com/ffxi/threads/19440-Food))
Potion Adjustments
Remove medicated off of potion drops such as the item "Potion Drop". Consider making different potions stackable and adjusting potion drops to compensate (such as potion drops having a 99 stack size vs. a 12 stack size for normal potions).
Options that make using a Shield a viable trade-off vs. Dual Wield for Non-Paladins.
Part of this would be more, and stronger shields for us non-Paladins. Shields don't feel like they have scaled very well with levels like other gear has, even the new 76+ shields don't feel any more powerful then the best non-Paladin shields below that level.
One suggestion to start, a universal magic affinity shield that is similar to the Chatoyant Staff, but higher level.
Universal Day/Weather Bonus Obi
Pretty self explanatory, but basically, I'd like to be able to use Synergy to merge a full set of Day/Weather Obi into one piece of gear.
Continue the Job Specific Storylines
Or at least the ones started in the Artifact Armor Quests that just abruptly cut short.
Artifact Armor +2
Give White Mage and Red Mage Hastega
Level 80, let it be casted cross-party, then let Scholar Accession Haste. This won't affect balance, it will just make life easier for mages so they can focus on having fun instead of running cycles. At very least, give it a try on the Test Server.
Chemist Job
Potion-usage based class.
Medicine Bags
Allow us to store stacks of stackable medicines in bags, starting with Echo Drops.
Give White Mage Banish IV
And maybe do it at 76, and have a Banish V as well!
Give Blue Mage Throwing Skill
Throwing Weapon Skill
Preferably two different sets of weapon skills, one for returning weapons, and one for expendable ones, this way you can balance the base damage that expendable weapons do, or even only have throwing weapon skills available if the user has a returning weapon.
H.Q. Frog Jugpet for Beastmaster
Make it blue colored. Name it something like Trouncing Trevor.
Allow Melee Mage setups to be more powerful
Skill ups in Campaign Battle
Give Red Mage Sanguine Blade natively
Give Red Mage the Fencer Job Trait
Bastokan Railway System
I'm sure there are more things I missed, but here you go.
Xianra
08-16-2012, 06:16 AM
Hello Mr. Matsui! While there are a lot of things that I would like to see, I will list the things I would like to see the most:
Puppetmaster:
* Please increase the distance for the job ability "Deploy" so that the automaton can be engaged from maximum distance for spells and ranged attacks. It is dangerous and cumbersome to continuously adjust the distance so that the automaton is not hit by enemy attacks.
*As the Soulsoother head is meant for master/party support, the addition of Protectra and Shellra would be a good fit. A job ability to "lock on" to a party member as a priority for cures and buffs would remove some of the unreliability of automaton AI and increase the confidence of players who would like to invite a PUP for healing purposes.
* Please increase the rate of ranged attacks by the Sharpshot frame when it is out of melee range! This would provide an option for the puppet to deal reasonable damage at a distance like a real ranger.
* Sharpshot's ranged attacks are unable to critical hit. This needs to be changed because it limits the potential of the frame's damage by a considerable amount.
* I always love more attachments!!!!
Red Mage:
* RDM needs more unique spells and job abilities. In particular, more party support spells to increase a party's defensive and offensive capabilities are desperately needed. Currently, RDM's enfeebles Paralyze and Slow 2 are only effective in reducing the rate of damage taken from regular attacks. Many players are able to survive regular attacks from monsters, but the amount of damage that they take from special abilities is a more pressing concern. An enfeeble that affects a monster's ability to deal massive damage or a buff that protects a party from devastating attacks would be a great addition to RDM.
* Please increase the potency of self-only enhancement spells. If they are only affecting the user, they need to be potent enough to make a noticeable difference in performance. RDM has the Gain line of self-enhancing spells but they are the same potency as Boost spells for WHM, making the spells useless if a WHM is in the party.
Blue Mage:
* BLU spells are too weak on difficult enemies due to the damage formula. In addition, BLU enfeebles have the potential to elevate the role of BLU during difficult fights but the effects never land....please fix this.
Black Mage:
* Please offer more places to obtain the spell "Meteor". It is difficult to find enough players with the spell to use it for its intended purpose (multicasting).
Crafting:
* As post 100 crafting materials are found on VW and Legion monsters, they are hard to obtain. As players move on to other events the materials will become even more scarce. Please give us some "skill-up" recipes that use materials more readily found in the world so that we can increase our skills.
Game Mechanics:
* The enmity cap system simply doesn't work with today's game mechanics. It seriously needs to be reworked.
* More storage would be incredibly helpful! On a similar note, it is difficult to carry all of the gear that we need in even with a fully expanded mog sack. I know this is difficult to do, but can more options be considered for inventory relief?
* We need more macro lines!!! We just can't play to our full potential without it.
Endgame:
* Please give us content that can be accomplished with 6 people as well as content that requires a lot of players. For content that requires a lot of players, please make it so that the event is easy to access and offers rewards and/or progression to make the event enticing to all players who join the alliance.
* Please avoid content that requires specific job configurations and add content that allows flexibility for a variety of jobs to be used. All jobs should have some sort of ability that makes them viable for endgame play.
* Please add more sources of Alexandrite and Heavy Metal plates!
Thanks for taking the time to review our suggestions!
Rekin
08-16-2012, 06:21 AM
Remove merit caps. There is a whole topic about why you should do it and why it doesn't hurt the game's balance.
For many of the new 2hrs players want an ability that willl actually turn the tide's of battle on the scale of Perfect Defense and Embrava.
For a job specific change, I feel that DRG could benefit from a 2hr that boosted both the dragoon and wyvern's defenses against all damage types and ailments. What good is restoring your wyvern when doom or instant death will just kill it a moment later?
Lowering DRG's call wyvern recast timer to 10 minutes would be a boon as it stands DRGs are put a severe disadvantage when dying compared to any other melee class as now their two main damaging JAs that are also used for TP gain is left useless with their wyvern gone and now they've also lost access to 5%-10%(depending on content) of their damage and healing breath their main source of sustainability. Not even BST a job shown to be universally hated is hit by such a penalty for dying.
If lowering DRG's Call Wyvern recast possess some issue with the developers I propose DRG get a JA that allows them to be significantly buffed to make up for the loss of their companion. Something in the lines of offense, perhaps 20% attack bonus along with minor haste?
Also consider reworking Jump and High Jump as of now the only times I'd use either is when my wyvern is dead or I've 2hred. Both situations in which the effects of the jumps are still less useful then simply using spirit/soul jump with my wyvern around.
Reconsider DRG's current 2hr; as it stands it has no use for a dragoon in almost any situation. Namely because if the situation is dire enough in which a player would sacrifice their wyvern, which is their main source of healing solo, one of two things will happen. 1. the wyvern is dead and thus the 2hr is unusable. 2. the dragoon will simply use Restoring breath JA or cast a quick spell like dia in order to restore their health.
Health restoration aside, the haste/str/damage bonus and additional effects to first 3 jumps are not enough to change a bad situation. 1. loss of wyvern means that in a low man group where the drg maybe /mage they cannot heal their teammates. 2. what ever caused the drg to use their 2hr will quickly burn through any amount of HP restored. 3. the jump effects aren't nearly useful enough to use them as now most jobs have some means of self-preservation making the enmity removal by high/super jump insignificant. The haste bonus means nothing to a drg in a zerg situation as the drg will prefer having their wyvern present for the boost to spirit/soul jump and the str/damage bonus is so insignificant that the benefits mean nothing.
TLDR: DRG's current 2hr and new 2hr is useless and a new 2hr that gives both the wyvern and master a bonus without sacrificing the wyvern would be a boon.
Lushipur
08-16-2012, 06:22 AM
what i really want, and hope for the new expansion, is lots of new story. ffxi, for me, is first an beatiful experience lived throu the quest and mission i do with my friends.
since wotg we did not see new sidequest storyline (like the serpent general or the npc fellow)
wotg was nice with the national quest and the main storyline.
we need more of this.
and when i say story i mean true story with cut and long text (i was really pissed off by some vw quest. just a line of text and its all there really?)
i know most of the player dont care about mission if the reward is not enough. so make it cool. hard quest with nice fight to get some cool piece of equip. maybe some augmented equip so one can personalize.
please consider some new job specific storyline to get acces to new equip/emoticon/af/ja/spell
same for the npc fellow. last 3 quest was really poor of design. at least put some nice cut in it.
and an epic final for toau/wotg would be amazing (like the rotz/cop final mission). we all want to know something more about odin.
edit: please all cut should show your pt member like in the wotg final cut.
FrankReynolds
08-16-2012, 06:24 AM
1) Please start a level 99 character and go out and try and make friends and get it geared as if you were an average player. You will learn a lot.
2) Please revamp the macro system. Preferably through the addition of full gear sets that can be called from macros.
3) Please make all future events progressive and lower the amount of luck required. Do this for current events as well. Luck sucks. People doing an event should see progress. Abyssea seals etc. is a good example.
4) Please read the link that Spankwustler posted about merits, and make the requested changes.
5) Please revamp any content that is currently being done primarily through perfect defense / embrava / stun lock. There should be more to these events, both in terms of how they can be won and what jobs can win them.
6) Please fix enmity. There are several jobs who have been geared and given abilities based solely around this mechanic and it doesn't currently work. Thief and Paladin suffer especially from this.
7) Please read through job specific forums and try to at least read the first 10 posts on each thread. I know that you can't read all this stuff, but you should get a pretty good idea what is liked / hated by the likes on the first page of each thread.
Lastranger
08-16-2012, 06:29 AM
Here is a short list from me :
1. Look into Rdm, it has been lacking in updates after level raise as well as before level cap raise, all too much it seems the dev team thinks rdm is some overpowered god and has thus refused most sugestions of upgrades.
We would like Rdm to be party friendly as well, by this i mean have a place in modern party as enfeebler or enhancer, far too long the old view that Aoe spells cant be given to rdm is holding it back from being even considered as support job.
i ask that u look in the rdm thread it is full of lists of problems and sugestions.
Taking a quick specific list of things that need fix, Enspell 2's work only on main wepon first hit and require enhancing gear worn when fighting to get full effect, make it work more like enspell 1.
Many rdm enhancing spell's that whm have aoe of are left single cast and only on self like bar and gain spells, these would have been ideal as suport spells in party situation if rdm had aoe version, also Haste-ga / stoneskinra /blinkra Phalanxhra and enspell in aoe form (even if its only tier 1 as aoe ) would be nice as a party buff
We also want some new enfeebling spells that could give rdm a place in party setting.
2. Can the dev team look at mayby raising the max amount hit's in one round, curently it is limited to 8 i belive witch means 2 handers get room for their Double attack /Triple attack to fully proc on WS rounds with 3-4 hits all proccing DA or 1 TA, where as 1 hand jobs that could need the extra boost in dmg using 5 hit ws or porocing triple attack on multiple hits will only get the dmg up to 8 hits and anything extra is lost due to cap.
In a theoretical scenario however unlikly where a requiscat ws was done and procced Triple attack on all 5 hits, the player would only get the dmg from first 8 then the remaining 7 hit's of dmg would be lost.
rng i belive also hit this wall now with barrage as i belive it is now posible with gear to fire 10 arrows barrage but they get only dmg of 8.
I understand this is probably a deep technical problem to change but it would be nice if the limit got raised to 16 or 24 per attack round , if the dev team intends to introduce more Quadrouple attack + gear etc.
3. Can you guys look into giving Bst jug pet's more off their Wepon skills that those monsters naturally have, often the dev team say no to the community when asking for missing Wepon skills on pet's and state it is that way for balance.
But there allready exist a system for jug pet's to balance wepon skill use giving the beastmaster a max of points to use, why not expand on this system and raisingthe limit to 5 points and making the ones deemed too powerfull be 5 points to use etc.
Also a siderequest for beastmaster, can we get a chocobo Pet ? , it would have been awsome as chocobo is part of the Bst start quest.
Make it a red one looking like the alternate timeline ones from FF13-2 have the crazy chocobo song when called ( the song from FF13-2 )
Even more cool if it would have a armoured beak.
4. Look into the new 2 hours thread, as some have commented some of the new 2 hours should be reworked, a bst 2 hour that kills pet for buff to master is kinda reverse of anything any bst wants, if u want to give the master a buff leave the pet alive.
Some of the 2 hours are great but need some boost to effect to make more like a worthy 2 hour, like rdm only lasting 30 seconds and not nearly giving enough boost to the spells + spells cast under this effect should be undispellable or harder to dispell.
5. Enemitty / tanking need some love as it is more or less non existant, at this point it is too late to change people from the Zerg mentality witch cap hate rapidly, a lot of sugestions have been given to solve it like :
raise enemity levels cap.
Give Pld a confontation ability forcing enemy on tank for a short duration.
Give pld a Aoe effect that lowers Enemity of all in 10" from pld for short time.
Give pld a New cover that grant fan shaped aoe protection to those behind paladin for short duration that either take all or 50% of the dmg they would normaly taken from Aoe moves.
Lower Weponskill/ wepon based enemity builup and Rework Most Job ability's to give less enemity then they curently do to slow enemitty build to cap on melee.
6. Look into upgrading Engine for windows if possible / make a client for ps 3 so we can kill ps 2 allready as it will be holding the game back from renewing itself.
Maybe even make a streamed client to the ps3 as midle ground until a proper one can be released, from what i understand sony is limiting the posibility asking all releases to be hd on ps 3 but cant we ask it to be released on ps 3 now its allready about 6-7 years old and i often allready download ps1 games far less graphicly then ffxi would be in 1080P, if they say now we can start a campaign for it to convince sony to allow it.
Im not ps2 player myself as im in EU but i do know a lot still linger on it due to lack of ps3 client and refusing to move to x360/pc.
FF 11 deserves some love as it is 10 years old and still has a large crowd, if cared for it may last another 10, but it will require some overhaul of the game eventually, Se has allready raised some of our hopes with recent small upgrades to pc and we like thank them for this.
Mirage
08-16-2012, 06:31 AM
As if my previous post wasn't long enough, here's more!
I'd like a lot more merits as well. Perhaps something like increasing the combo limit for combat skills to 50, and make the max merits per offensive combat skill 10 instead of 8, and defensive skills 6 instead of 4.
Other merit categories should of course be increased too. I wouldn't mind if hp/mp/basestats were doubled from what they are today. Combat/magic skills should perhaps not get more than 2 merits more per skill, but the number of skills we should be able to max should definitely be increased. With the multi-job environment that we are playing in today, it would be very nice to be able to cap at least 2-4 more weapons and 1-2 more magic skills.
Twille
08-16-2012, 06:35 AM
I had an idea regarding abilities & spells that could be used by a player based only on their level, NOT their current job. Something like a "character ability" or something.
Then I thought about how I wish the transportation oriented spells were more accessible.
I'd like you to consider the possibility of adding a sort of 'final' quest for each of the teleport type spells that would give a character access to that spell regardless of their job. (i intend such spells/abilities to teleport the caster ONLY) This would free our inventories of the numerous warp/teleport type items.
I know travel has improved greatly over the last few years in FFXI, but I'd absolutely LOVE to see people able to move around with a little more ease. :)
Vivivivi
08-16-2012, 06:36 AM
Two other important things popped into my head:
-Inventory woes. I jokingly apologize when joining groups on Warrior for taking so long to gear up because I need to bring a weapons shop with me.
Simple fix: Allow us to "save" our preferences for which equipment (weapons and armor only) we would like to include when we are on a particular job. Not a complicated pick and choose system or anything, just an option when changing jobs to "remember equipment settings" and allow our moogle to automatically move those items into our gobbiebag and move non-preferred items out.
Preferred revamp: Subgrouping, or weapons sack. Instead of just "items", break it out into "items" and "equipment" and double the limit.
-Storage slip revamp: Make all slips key items, and let us just trade everything to porter moogles in one transaction. Combine Empyrean, +1 and +2 armor storage. Add porter moogle services to our moogle in the moghouse. Add a "store all" option to easily offload any storable items and free up space.
-Empyrean storage npc: Similar to beast man seals, please, please allow us to offload seals and +2 items to an npc.
Thanks again for reaching out to us :)
Please provide more inventory space so we can use all of the great situational gear in the game.
One specific example is that I would like to carry around a magic attack bonus set and a melee set on my White Mage. These sets are unfortunately relegated to storage as I am unable to carry all of the necessary gear at once.
I will provide more examples later.
Zirael
08-16-2012, 06:41 AM
General:
I want:
· 16 macro lines.
· Uncapped merit weaponskills category.
· HD graphics.
· This game to support DirextX 10/11 effects.
· Final Magian trial staves each to have separate graphics model so that people can create some cool-looking dat swaps instead of this bird-house dullness.
· Ranged weapons to be visible full time.
· Blinking/gearswapping to stop causing target loss.
· Reraise effect to stop being lost upon disconnection->death.
· 2-hour ability timers to be reduced to 30 minutes.
· More 6-man or lower content with decent rewards (a'la Neo-Nyzul).
· More Mog Bonanzas so people have more shots at at least Ark-angel weapons and moogle suits.
· All jobs to be able to use at least one of each Relic/Empyrean/Mythic weapon.
THF
I want:
· Mug to be useful in endgame or removed completely.
· Steal to be useful in endgame or removed compeletly to make space for useful abilities.
· Aura Steal to steal enemy buffs as promised (it does not work on many, many things added during last 3 years).
· Aura Steal to be a separate ability.
· THF evasion to matter in endgame (now many NMs are having capped accuracy on you no matter what, every enemy TP move hitting you no matter what).
· Upgraded status bolts and some decent ranged weapons (or even THF added to Annihilator/Armageddon :P)
RDM
I want:
· RDM to be fixed.
· RDM buffs/debuffs to matter in endgame.
· To enjoy endgame RDM tanking again.
· RDM to have meele gear comparable to selection enjoyed by BLU.
· Either RDM to possess "Aura" of all buffs it has or ability equal to Scholar's "Accession/Manifestation" on a low timer.
BLU
I want:
· BLU to be able to save "Spell Sets" so that you don't have to pick 20 spells manually every single time you want to change traits/stats for different events/play styles.
· Broken BLU spells fixed (Tourbillion and many other ones not working).
· BLU proc list in voidwatch to be reduced, or lockout timer set at 10 seconds.
Let me know if I'm asking for too much :)
Please add controlled PvP content with the new expansion. I really liked KingFury's ideas he outlined in another post (along with his awesome artwork):
http://forum.square-enix.com/ffxi/threads/26584-Expansion-%28Seekers-of-Adoulin%29-to-have-PvP-content?p=349658&highlight=Pvp#post349658
wish12oz
08-16-2012, 06:55 AM
The enmity system needs changed drastically or you need to just forget about the idea that tank jobs exist.
Add more battlefields and stuff to do. All the time. There should be lots of new stuff to do every time an update is released, and I dont mean 2-3 new NMs every update. Voidwatch is a failure of a content addition because it took to long to release and the drop rate is to low. If it took half the time to release as it did and all drops had tickets when it was released, it would of been good. This is the level of commitment you need to show to the game, or the player base will continue to drop at its current pace or faster once everyone see's that it's still just going to be the same old crap after the new expansion is out. Seriously, we know the player base is actually pretty big for this game, and we know you only put maybe 10% of the money you make off this game back into it. We're tired of this. We give you tons of money every month, and we want lots of updates and new content.
It's also stupid that there are 16 gear slots, and you cant change every piece of gear and do an action with a single macro without "cheating."
Vandheer
08-16-2012, 07:05 AM
Mr. Producer, thank you for reaching out the the player base in the manner that you are. :D
That said I would like to see:
More "low man" content and content for the casual player. Abyssea did this wonderfully allowing for small groups to accomplish large feats providing content for everyone.
Rewarding content that is less biased on luck. Similar to the first point but players enjoy getting the carrot that is dangled upfront of them rather then trying 50 times over to get nothing.
Allow tanks to tank when enmity is capped. Tanks not being able to do their jobs create Zerg groups that spam weapon skills to clear content ultimately killing off the use for the majority of jobs in game. This happens because if jobs can't fill a role in the Zerg format they are not accepted to join in content. If players wanted to participate they would be forced to level jobs other then their ideal jobs they enjoy playing to get what they want. Fixing tanks is only the start to the issue of making every job helpful, each individual job has ins and outs that need attention.
Fixing leveling from 1-75. Currently the majority of leveling is dungeons and soloing or getting a spot to leach exp in Abyssea. In addition their is limited gear on the auction house to help in making these lower levels fun.
Keep the flavorful story for each jobs going. It feels we are at a loss of story behind jobs since 75+! Beastmaster for instance was once all about Charming mobs and their connection with mobs, come 75+ it changed to being all about Jug Pets rendering charm useless giving us abilities related to Jug Pets only, now we will have a 2-hour that comes at the cost of killing our pets.... I'm still at a loss of an explanation for how the new 2-hour would make sense from a story standpoint let alone how little I believe it would be used.
Make sure the next expansion is excited well. Myself and others all have high hopes for this next expansion! Please make it fun, rewarding, with content for any player, with good story to it!
I thank you Mr. Producer and everyone else for reading this message. Don't forget to leave a like if you agree with these points so they will be looked into further. :)
Slycer
08-16-2012, 07:06 AM
Stop making events with exceptionally lengthy retry restrictions. Legion was a huge step in the right direction as far as retrying is concerned, as it allows you to retry it repeatedly as long as you have the gil to pay for it.
Meeble Burrows, contrarily, is going to be an enormous step backwards as far as I'm concerned. New content that is good for 15 minutes (maximum) of playtime every 20 hours is borderline absurd. Of course, this could be nipped in the bud if the time restriction is reconsidered before the event is actually added....
Other events that fall under this category would be Limbus and Einherjar, both with insane three day repeat restrictions. If the repeat restrictions are for the sake of balance, please find a different way to balance events without putting insanely long retry timers on them. If there are retry timers on the events, they should be commensurate with the length of the event. For example, a one day retry timer on Dynamis, as a two hour event, is reasonable. A 20 hour retry timer for 15 minute Meeble Burrows, or a 72 hour retry timer for a 30 minute Einherjar, is ridiculous.
I believe content is developed and added to the game with the purpose of the players enjoying said content. It's difficult to enjoy the content that you come up with when you are locked out of it 95% (or more) of the time.
Yo Matsui! Obtaining Alexandrite still sucks after 2 years! Make it more common from this new version of Salvage; we want to finish our Mythics with some sanity left!
That's what I want.
I also want about 30 new spells for Blue Mage from this new upcoming expansion. And also unlock the other hidden spells that are still hidden!
On that note also perhaps consider adding HMP to WoE or some other type of dynamis type event, at some point enough peeps are going to have the VW drops they want or will be outdated by newer gears and will cause a void in supply much akin to what happened to alexanderite after salvage gear became obsolete.
That and perhaps actually consider lowering certain currency type requirements, this could be equalized by slowly stepping down the total and offering a refund to players in steps that way the markets would not become overburdened by supply either.
This could be accomplished by eliminating the original trial that required a higher amount and having the new trials create a "different" (temporary) version of the 95 and 99 empyrean weapons meanwhile peeps that have the version completed under the original values can trade theirs in for a refund and the newer version do this several times over to step the values down without completely screwing over the hard chargers, in any case just my thoughts on how it could be done not that it per say should be.
Ziyyigo-Tipyigo
08-16-2012, 07:10 AM
First off, I'd like to see more/better communication and community tools available to FFXI players. You seem to be adding many of the features of XIV to XI within the game (particularly the new UI), but the out-of-game features have always been ignored. The Linkshell Community has been in beta since at least the Koizumi government and pales in comparison to the tools available at XIV's Lodestone site. Even these forums are in perpetual beta; the contact page at the Support Center website seems to be the "more official/proper" channel for player feedback.
Additionally, the introduction of XIV has fractured the playerbase between the two FF MMO's. There needs to be some form of communication possible between the two games. My personal fantasy is to have a "grand unified linkshell" that allows seamless communication between one XI linkshell and one XIV linkshell, but even having a unified Friends List between the two games would be more than what we have now.
As far as content within the game, more information needs to be more available within the game, particularly where quests and missions are involved. XI need not hold players' hands as much as XIV does, but even existing resources such as NPC-generated map markers are woefully underused. Please make a serious effort to make XI actually playable without using a third-party, player-generated wiki.
Even having a Lodestone-style listing of synthesis recipes on an official website would go a long way.
Finally, please take a long, hard look at the continued existence of level caps in Eco-Warrior quests, Expeditionary Force, Garrison, and Beastman Seal battles.
Cowardlybabooon
08-16-2012, 07:14 AM
I like how so many people are responding to this and also reading/liking it. I feel like this producer post is turning out to be pretty impactful, and it's fun to see things actually work :-)
My initial suggestion is somewhat general. The revamped dynamis is almost universally accepted as a success. Anyone that wants to farm solo/duo once a day for 2 hours in there can have some actual fun, make progress toward a relic or just get filthy rich, and feel like they used their limited playtime to accomplish a lot. In addition, it has some very difficult content in Arch-Dynamis Lord, as well as the less commonly fought Arch Golem (jeuno), and all of the zones are ultimately fun, engaging, and profitable for large groups as well. Make more content like this. It caters to the people with gobs of time on their hands, and the people who have very little time to play on a daily basis. The difficulty level is not hard, but it is certainly not too easy either.
Now for another, more specific suggestion. There is a lot of talk on the forums (regularly flamed) about wanting back the old 6 man party and ditching the whole abyssea level up process. I, myself am nostalgic and remember having lots of fun leveling up in 6 man parties, but I do not desire to go back to the painstaking process of putting together a group and having it be so inflexible. I think most can relate to me in that respect. SE has had some great responses to the instanced battlefield type content, and maybe meeble burrows resembles what I'm about to suggest. Make a battlefield which is basically like a merit party, with lots of mobs to kill, mobs that can kill you, but won't if you have a good healer and DDs, then monitor something like xp/minute or total xp gained in a short duration. Have goals based on how much xp was gained, which give rewards or have a progression toward rewards. Just as a simple example of this, if you made 20 Alexandrites the reward for gaining 30,000 xp (or any form of "point" for that matter) in 30 minutes, and 1 Umbral Marrow the reward for a total of 1 Million xp in the dungeon over time, people would have a very fun alternative option for experience parties as well as increasing the supply of alexandrites and umbral marrows within reason. Also have levels of difficulty in increments of 5 levels or something, and level sync the people who are higher so it's not too hard to get a party together. I won't try to put all the details in there for you, because it won't be implemented exactly as I suggested it, but I think the example is similar to dynamis style content, and would be very well recieved.
A couple of points other than that.
*The success of any event is directly related to the rewards - e.g. MMM failed because the weapons weren't good enough, not because people don't like fighting a challenging boss 6 times a day in less than an hour for a reasonable drop rate.
*Zerg events are fun, but we don't need all major NMs to be zerg events. Work to brainstorm some mob AI or conditions that prevent this. We don't want to fight mobs without our buffs on, we want to be able to use all of our abilities and have them be useful, but the solution to stopping zergs should not be instakill TP moves. We need to find a way to get mobs to be hard like Kirin was when he was first introduced, something where people talked about how skilled they were because they killed him with only 9 people, even though it took forever. Absolute Virtue was like this before perfect defense and embrava (and arguably level cap 99).
*Not that I care a whole lot about RDM, but as a non-RDM, I can say I do agree that I don't invite them to anything, but I would like to. (Give them a 2-hour that lowers the level of the mob like phase displacers in Voidwatch......DO IT!)
*The new expansion could seriously enhance this game (some say "save" but I think it's fun now). You guys are great at coming up with great ideas that we never thought of, and I mean that, but make sure that all the things people are requesting here are on your list of priorities for the new content. Meaning, put it on your whiteboard "Does this content meet the requirements 1. Fun 2. Accessible 3. Challenging etc. etc."
I could spend all day writing, but I don't want to waste your time nit picking the details.
FIX THE MACRO SYSTEM BY ADDING MORE THAN 6 LINES PER MACRO. It's terrible. So terrible. I don't care what excuses you have, but the 6-line limit for macros needs to be increased. It is NOT okay to have to press 3 different macros every time I want to cast Cure IV.
Higher-level bullets need to become more easily accessible.
Show party/alliance TP on screen, and more importantly, display your current target's HP as a percentage. (It fits easily right next to the HP bar).
Uncap job-specific merits (http://forum.square-enix.com/ffxi/threads/24269-byr1001-Uncapping-the-Merit-Point-Categories)
Fix the enmity system by increasing the enmity cap and boosting the effects of hate tools such as Provoke and Sentinel. (if the changes involved would actually make animus augeo/minuo useful that would be AMAZING)
Demon6324236
08-16-2012, 07:24 AM
Hello Producer Matsui.
I would like your attention for a moment to hear my opinion on the new 2-hour ability for RDM.
What to change!
1. I ask for something very simple that should be balanced, please make the effect of the 2-hour last 3~5 minutes, SCH's Tabula Rasa & BRD's Soul Voice are both much like our ability however last much longer right now.
2. Please return the duration increase, and make it 50~100% extra duration for spells cast during this time.
3. Increase the potency for all spells a 50~100% boost across the board.
4. Make Enhancing Magic cast during the effect, unable to be dispelled
Why it is balanced!
With this, we still have many of our most potent spells such as Gain-Spells and Temper as self cast only, but have more time to buff party members. Balance is easily maintained as even with a Haste that gives 30% Haste, SCH & BRD can beat it. SCH has Embrava, which comes up to 30% Haste if I'm not mistaken, and lasts a max of 12.5 Minutes, which is roughly what the RDM 2-hour would make a RDM's Haste last, however Embrava can also stack with Haste, where as RDM's 2-hour Haste will not be able to stack with yet another haste. BRD also can Soul Voice Marches for a total of 40% Haste, which is yet again better than the double potency of a RDM's Haste, while they also have an ability as SCH does that allows for a double duration effect.
Many of RDM's best spells are self target only, meaning no one outside of the RDM would be getting these effects. Due to RDM being the only one to possibly get them, I think it would be fair for RDM to get an incredible boost in power for a good amount of time from spells like Gain and Temper, as they would be a great amount of DD power to put RDM on the front lines, or to use Gain-INT/MND for amazing nukes/enfeebles due to the higher accuracy. Phalanx would give even more damage mitigation allowing RDM to take more of a hit, another reason why it could be very useful, especially with how hard things hit now days, and if it were put with Phalanx II, you would get around -80 damage on party members with this ability, and with how hard things hit now days, that could be useful, not to mention the super strong effects Protect & Shell would gain.
Last is the un-dispellable Enhancing Magic, the reason for this is because like Embrava, the effect is wasted if a mob removed these. For instance if fighting a dragon they can wipe all buffs with a single TP attack. This alone, make the 2-hour lack balance, as said, a SCH may cast Embrava, something that is not the entirety of the 2-hours abilities, and it can not be dispelled, yet this 2-hour is able to be completely removed, and has no other benefits. Dragons are not the only mobs with this power, many can do it, and it ruins this 2-hour quite a bit if ever this were used on a RDM.
RDM 2-hour Merits?!
We have been told we are going to be able to merit 2-hour abilities, but we have little to no information on anything about it. However some of my suggestions relies on parts of this happening. I figure the Merit 2-hours will be a 3rd category in each jobs merit lists. I also think they will probably work alot like other categories, with 4+ different choices, and upto 10 merits placed into each job. So if this is the case I would like to give you my list of merits for 2-hours I would like to see.
Chainspell - Duration: With each merit, provides a 10% boost to duration. This should stack with the Augmented Duelist's Tabard +2 effect, so normally 1 merit would be +6 seconds of duration, and with this body, 1 merit becomes 8 extra seconds.
Chainspell - Accuracy: With each merit increases magic accuracy by 10 during the effect of Chainspell. This would allow better magic accuracy during Chainspell, so that less nukes, or enfeebles, are resisted during this time.
New 2-hour - Duration: Adds 10% duration to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the duration at +50~100%, that was for this. If this merit is put in, then it would be starting at 50%, and growing to 100% through merits.
New 2-hour - Potency: Adds 10% potency to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the potency at +50~100%, that was for this. If this merit is put in then it would be starting at 50% and growing to 100% through merits.
If this is not the plans for merits!
If merits are not like this we will need a 75~100% boost in duration/potency of spells during this effect, as I showed earlier, it is not unbalanced, many other jobs have effects much like this that are very potent and can even stack with the effect of the original spells, meaning theirs will still be more powerful even.
Please keep in mind, you are asking players to wait 2 whole hours to use these powers again, and 2 of these abilities we already have on other jobs are highly powerful, so much so that they are thought to be the only abilities worth waiting that 2 hours. I think it is fair for RDM to get these buffs, as it would make it a more potent job, and extend its power a little more in a party or solo setting with its various Enhancing Magics.
Thank you for reading!
Thank you for reading my post, and ideas. I hope they are given to the devs, and they can truly be looked over, and possibly implemented for RDM. RDM is my favorite job, but time and time again it feels like since the level cap was raised the job has lost its use, and this new 2-hour has some hope to get it back, but we do need the ability to be better than it is. Please look into this, and do it, so that RDM can have a place again, and so the job doesn't truly die.
This is ideas for adjustments on the new 2-hour alone, I have many more for the job itself past this, but this would be a good start. Some of the RDM community including myself feel somewhat neglected by the devs currently, even updates which were told to us they would assist the job have had little to no effect on RDM, and more so on its competitors. I would like to see a step taken to improve this and give some hope to the RDM players, to show us we are not being neglected, and that we really can see changes in the future to improve the jobs abilities so that it may fit in a group.
Gippo
08-16-2012, 07:27 AM
I want more than anything concrete evidence that you do/will read and or get translated copies of the NA side of the FFXI official forums.
That is all.
cidbahamut
08-16-2012, 07:28 AM
Random number generator based progression is bad game design and should be discouraged.
pancakesandsx
08-16-2012, 07:29 AM
I hope there are more attempts to better communicate with the playerbase like this, and that they actually lead to something.
Here is my wishlist:
Gameplay:
-Make it possible to skill up in campaign.
-Raise XP/AN caps in campaign so it is more difficult for a player to hit the cap in a single battle, without negatively impact the rewards for those who cannot.
-Alter lamps in Nyzul Isle so it is possible for any player to tell lamp order by examining the lamp. Remove the guesswork from this aspect of Nyzul.
-Expand the set of unique abilities and spells available to Red Mage.
-Allow Red Mage to better utilize it's existing unique high level abilities in a group setting by making more of them function with accession and manifestation.
-Increase the number of merits available to all jobs group 2 merit categories.
-Add new frame and head parts for puppetmaster to allow the puppet to fill additional roles not currently possible.
Usability:
-Expand the number of available macro books to equal the number of available jobs when the new expansion hits.
-Expand macro functionality so everyone can make better use of highly situational gear. Whether this comes in the form of more macro lines, or something else, players should be able to swap out every available slot and perform an action in the context of a single macro.
-I would like to be able to take advantage of any aesthetic or functionality benefits of the new UI while still using a controller on PC.
-Add timestamps to the chat window.
-Allow the client to write a chatlog.
-Allow macros to contain "commands" like "ctrl+m" so it would be possible to use a macro to access the spell, ws, or ja list.
-Expand the amount of inventory space available to players. Whether this inventory is accessible on the field is irrelevant.
-Create a separate inventory area for furnishings. Allow players to explore the decorative aspects of the mog house system without penalizing them for doing so.
This probably won't receive many likes since most people are too cheap to play RNG in the first place, but the prices of bullets need to be seriously looked into. Adaman ores/ingots need to be made more readily available (voidwatch?) or the number of the bullets synergized needs to be increased. Currently RNGs have to pay 200-300k per event . . . just to play the job.
Or the general recipe concept revamped, arrow/bolt heads (base material + base material yeilds 6-12) shaft (relatively cheap) + fletchings (2x wings/feathers yeilds 6-12 relatively cheap) yields 33-99 (or 99-297 for higher tier synergy recipes)
Bullets Ingot (base material) + fire sand (relatively cheap) yields 33-99 (99-297)
So in the case of adaman bullets beyond the fact that they are needed for high level smithing there is also a yield inequality or imbalance, generally with bolt/arrow heads they use 1/2 expensive/rare base materials but an intermediate syth stretches them out to 6 more syths as opposed to the 1 syth you get from bullets.
So to put that into perspective arrows can be produced at a 6:1 ratio by comparison using the recipes alone, now this doesnt even take into consideration that adaman ingots are already more expensive then most arrow/bolt recipe components (well even if you are talking about adaman bolts still 6:1)
My solution introduce shell casing's (shaft type intermediate and generic go between for all bullet recopies = arrow wood, perhaps add an alternate type cannon shell for use with a neo culverin type weapon and syth able cannon shells!) add an intermediate bullet/slug syth that stretches ingots out for bullet syths, could have a lower overall yield to keep bullets more expensive (nq yields 3 vice 6 or recipe requires 2 ingots but still yields 6)
Also considering that adaman is in high demand for crafters as well perhaps ontop of this add more sources of adaman.
Bureikun
08-16-2012, 07:39 AM
More inventory space. I have so much equipment and quest items that I am unable to store. And it feels like every update I have more stuff to get - that I also can't store!
Lastranger
08-16-2012, 07:39 AM
One more sugestion i forgot in original post.
7. Merits system on mage jobs could use a revamp after level cap raise.
having single element acc boost on rdm merit group 1 was a waste of merit room this should just be one merit for all element's, same goes for blm group 1 element potency, have these cropped into 1 merit and give new usefull aditional merits.
It is odd that Rdm being a mix of 3 job's have no relfection of this in merits.
In tier 2 on sevral jobs including nin there are spell's that unlock instead of having merits that do potency for said type spell, this limit's some stuff after level cap was raised such as getting higher tiers of said spells.
Just like in tier one these just feel like filler done rappidly just have evry job getting merit's instead of focusing on aspects of the job like some Job's merits do.
Example : blm could be changed to get the spells curently from merit as scrolls in shop, and merit group could be :
Ancient Magic Potency +
Ancient Magic Cast/recast +
Mp efficency +
Fast cast
Occ Doubles Spell potency+
Increased duration on enfeebles.
These are just examples, but i feel many merits where just thrown toghether hastily to have full groups when they where implemented instead of properly giving choices that would make for boosting specific sides of the job
I also think smn merits fit in here as they should just have given the Pet ability's naturally at 75 and instead added usefull merits like lowering Blood pact timer or even adding a second tier BP for attack and enhancing so u could use 2 attacks and 2 enhancings in the 45 second limit ( witch can be lowered ).
Anyways i forgot to say thank you for your response to the comunity, we are glad to have a open comunication to the Dev's/Producer.
Dazusu
08-16-2012, 07:46 AM
I like this thread. Lots of good ideas flowing!
ManaKing
08-16-2012, 07:47 AM
There is a lot of work that RDMs would like to make them more viable. I personally want to see more synergy for the job so that it can more effectively use it's diversity.
Native Occult Accumen
Enhanced Enspells
Double Cast
Occult Accumen allows you to nuke while not slowing down your TPing and gives you alternate options for TP gain.
I would like new Enspells. Higher Damage and applying to every hit would be nice. Add elemental affinity corresponding to the element you are using, e.g. Enfire X gives you Fire affinity for spell casting. It would also lower the SAME elemental resistance of what is hit by your enspells, e.g. Enfire X lowers Fire resistance. Also, make their additional affect be lower priority than important additional affects from weapons like Excalibur and Ephemeron, so that you can get the affects off of those weapons without sacrificing damage and useful effects from your Enspells.
Give us a job ability that allows us to Double Cast. The point of Double cast would be so that RDM would have easy access to Magic Bursting and SSC. You would use the job ability Double Cast and then select two spells. If they are the same element, you create a SC of that particular element, e.g. Stone II + Stone III = Scission. You can then cast Slow II for it's accuracy or Stone IV for it's damage amplification. If you cast Bio + Stone = Gravitation. Or Fire + Dia = Fusion. RDM can cover every element for creation of lvl 2 SC and can create Light or Dark SCs off either because it has the WSs to do so. You would make a diverse tool that would be tailored to RDM.
Velocy
08-16-2012, 07:48 AM
Hello,
first of all, to understand my situation. I've been playing this game since the european release, but for the last year I didn't have much time to play. Now I looked back into the game. Most of my friends left the game or the server... I wanted to check out voidwatch, but it's very sad to see that people don't do (or only very rarely) any voidwatches of the 3 main citys. I tried to get a city run up by myselfe and I even managed to clear the San'd Oria Path, but it took a huge amount of time and begging people to help.
So basicly, doing a system like voidwatch requires more reason for people to do the "lesser" events again. At the moment, people clear 1 path, and if the redo it, they might only redo 1 specific Monster from that path, and not all. This makes it hard for "come-back" players, or even new players to follow in that content. This worked for the classic dynamis, where people came back to clear a Dynamis-San'd Oria to get AF items and currency, but is really frustrating for me to see in voidwatch.
---
I've chosen Ninja as my main and favorite job long time ago. Not only because you can play that job in really different ways, may it be a Tank, a Magic-Damage Dealer, a physical Damage-Dealer and so on. But I'm still sad to see that nothing really much has been done to use Ninja also the way I think you wanted it to be: Throwing expert. I'd really like to see a Ninja being able to utilize cheaper Shurikens, as well as throwing weapon skills.
Also I'd be happy to see:
- San Versions of the Enfeebling Utsusemi Spells
- Utsusemi: San
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I also been using White Mage a lot, in event outside Abyssea or Voidwatch. I'd be happy to see the ability to cast "party-only" spells on members within my alliance. As for example Protectra and Shellra, as well as Bar-Spells.
---
I would really like to see the opening of the PvP Arena in Whitegate, where you can battle other players 1 vs 1.
---
At the moment we have: Imperial Standing, Conquest Points, Allied Notes, Curor... and so on... it would be nice to see a way from an NPC to exchange these points with each other. Like exchanging cruor to imperial standing (possible with an exchange fee of 10%).
Lexxuk
08-16-2012, 07:55 AM
Fishing - Remove the silly 250 daily cap or at least increase it to 500, it makes no sense what-so-ever that as a fisherman I'm "tired" after bringing in 250 fish, then go off and kill 500 mobs, a dragon, a god and Bubbly Bernie as well as soloing Dynamis. The restrictions in place are no longer valid as there are easier and quicker ways to earn gil than fishing.
More fishing - decrease the wait for the fishing competition, waiting 2 weeks for it to show who won the ring then 2 more weeks (without knowing if you have won) to bring in the fish means that if you're not in the lucky 20 you have to wait a month before you're in with a chance again of getting the XP ring. 1 week to get the fish, 1 week results seems about right.
Even more fishing! - The FFXIV fishing system is nice and interactive, it would be nice if you could bring that system into FFXI with fishing skill dictating how likely you are to catch the fish so if you're aiming for a level 50 fish at level 1, you're not going to catch it except by a major stroke of luck. This will also make the skill level have an actual use rather than getting a Lu-Shang and hitting high level fish from the start.
WoTG - I'm amazingly dissatisfied at the ending, I won't post spoilers but I don't want it to end there (the mission), becoming so emotionally involved with Lilisette only to have that ending was really mean and the scene in the wedding is exactly how you feel (which okay, means the script was amazing and the story was amazing but I don't want to lose Lilisette!!)
More WoTG - Add a ToM for the Moonshade earring if possible to further augment the augments you choose, if you went for +4Mab and +1Refresh, a trial that'll increase it to +8Mab and +3 refresh (eventually) would be rather nice, going up in stages, 4>6>8 1>2>3 and would entice a lot of people to get off the very first mission and enjoy the best storyline in FFXI.
The new expansion - I would like to see a storyline that doesn't involve the possible end of the world by [insert deity here], I'm tired of having to save the world, what's wrong with having a storyline that doesn't involve the world being in mortal danger? "What did you do today?" - "Oh, saved the world from the Shadow Lord" - "Cool, and tomorrow?" - "umm, saving the world from Odin" - "ahh, and err, the day after?" - "I think I may be needed to save the world... again!". Saving the world all the time just means that saving the world is a bit of a chore.
Port Jeuno - it's a lag fest, add a bazaar tax for the area so all the afk bazaar's move to lower/upper.
Event Items - Add a way for us to get the moogle suit or the ark weapons, seriously, also make a way for people to get previous event items that have never been seen again like the +2 enmity belt.
Bst Pet's - If we dismiss the pet (rather than it dying or us zoning) then return the summon item to us (only if pet is at 100% HP), nothing worse than having to spend a few k on popping a pet for the last few % of a mobs life and only popping it for that reason.
Linkshells - use the linkshell community site to allow major changes to the linkshells, add the same sort of pearl colour/pattern system that is used in XIV rather than a single blob, let sack holders on the community site sack people, break pearls, set up a guild point system and other neat stuff on the community site.
Surnames - if possible, add the option to have a surname, but only in a costume sense, it wouldn't be used like XIV but would be just a cosmetic feature
AF - remove the "Wait till JP midnight" on all AF quests, getting from 30-99 isn't really difficult and maybe you want that one piece of gear that is helpful to you but you have to wait an eternity to get it.
renasci
08-16-2012, 08:00 AM
I'd like BLU to be able to target Alliance members with healing spells
I'd like for the number of Spell slots on BLU to be expanded. As the level cap raised from 75, BLU received additional set points, but no additional spell slots.
I would like to see the "newer" jobs (BLU, COR, PUP, DNC, SCH) have their weapon proficiencies expanded. The first 15 have a far, far wider array of weapons they have native skills in.
In that vein, it'd be nice to be able to equip a 2 handed weapon as BLU
I'd like for the dev team to take a 2nd look at the BLU spell list, and consider revamping the ones that have never seen the light of day due to their not being worth the mp to cast, even situationally.
Edit: Oh, and I absolutely -hate- how BLU enfeebles are given the absolute LOWEST priority, even if the effect is stronger that the one currently on the mob, or how a stronger BLU enfeeble can be overwritten by a weaker non-blu enfeeble.
Sp1cyryan
08-16-2012, 08:03 AM
Fishing - Remove the silly 250 daily cap or at least increase it to 500, it makes no sense what-so-ever that as a fisherman I'm "tired" after bringing in 250 fish, then go off and kill 500 mobs, a dragon, a god and Bubbly Bernie as well as soloing Dynamis. The restrictions in place are no longer valid as there are easier and quicker ways to earn gil than fishing.
It is an anti-botting mechanism. I would be glad they even raised it from 200 in the first place.
Limecat
08-16-2012, 08:15 AM
1. Make all non-stacking items(except for armor, weapons, and furniture) stack to at least 12.
2. Add spawn leashing to normal monsters, so that they won't chase you beyond a certain distance from their normal range. For that matter slow them down a little too, if I can't follow a mob that's walking and hit it then they shouldn't be able to keep smacking me while I run from them. The only exceptions should be monsters that have a natural speed boost trait, like raptors.
3. Keep the Lv20 requirement for doing the chocobo license quest, but after that remove the level requirement for rentals, lower the equip level of the whistle to 1. Remove all the level requirements from outpost warps, Ease of Exploration warps, reduce the level of equipped transportation items like the town earrings and Warp Cudgel to 1.
4. Add a new, home city-specific storage category that holds only furniture. Let the players use that for items they want to have displayed instead.
5. Have the national Aketons give a 100% speed boost in the appropriate city. Maybe add a synergy recipe to merge the three and get one that works in any city.
6. Set the use speed of all medicine-type items to one second, remove the hidden item use cooldown from everything. Remove the medicated effect from everything except TP wings.
7. Put a new AH in Windurst Waters right where the campaign ops counter is in the past.
8. Give RNG a specialized -enmity trait that only affects normal ranged attacks, so that by 99 they could pew pew pew forever with relative impunity but if they fire off a big WS still risk taking hate off the melees.
9. Remove the caps from merits.
10. Add a more reliable source of dragon meat somewhere. It doesn't have to be a common drop, or drop off monsters you can 1-shot, but some way of getting it that isn't a random pyxide or NM.
11. Remove the hours of operation and guild holidays from guild shops entirely, making normal stores of them. Add a guild representative NPC to every city where you can trade in your GP items no matter which guild you're attached to.
12. Add synths that allow you to merge ingots to get their composites. I.e. three brass ingots and one zinc ingot to get four brass ingots(though you'd have to add zinc ingots too, heh). Change cloth and ingot recipes to give two items for HQ2 and HQ3 instead of all results only giving one.
Silly/bonus: Let WHM equip Corselet and Corselet +1.
Sp1cyryan
08-16-2012, 08:24 AM
10. Add a more reliable source of dragon meat somewhere. It doesn't have to be a common drop, or drop off monsters you can 1-shot, but some way of getting it that isn't a random pyxide or NM.
It is easy to get dragon meat from all the random sources it comes from.
It is not supposed to be an easy drop.
Stop making events with exceptionally lengthy retry restrictions. Legion was a huge step in the right direction as far as retrying is concerned, as it allows you to retry it repeatedly as long as you have the gil to pay for it.
Meeble Burrows, contrarily, is going to be an enormous step backwards as far as I'm concerned. New content that is good for 15 minutes (maximum) of playtime every 20 hours is borderline absurd. Of course, this could be nipped in the bud if the time restriction is reconsidered before the event is actually added....
Other events that fall under this category would be Limbus and Einherjar, both with insane three day repeat restrictions. If the repeat restrictions are for the sake of balance, please find a different way to balance events without putting insanely long retry timers on them. If there are retry timers on the events, they should be commensurate with the length of the event. For example, a one day retry timer on Dynamis, as a two hour event, is reasonable. A 20 hour retry timer for 15 minute Meeble Burrows, or a 72 hour retry timer for a 30 minute Einherjar, is ridiculous.
I believe content is developed and added to the game with the purpose of the players enjoying said content. It's difficult to enjoy the content that you come up with when you are locked out of it 95% (or more) of the time.
This is the reason FFXI can be so boring at times. You spend AGES to get people together for an event, but the event takes no time at all.
I MUCH prefer events where you can keep going.
Would be nice to see old events like Einherjar doable more often, maybe with less rewards?
Getting smaller amounts of Ichor would be totally worth it to be able to do a couple runs in one day. >_>
Fov/GoV
your not done yet, there are still plenty of zones ToaU, WotG and beastmen strongholds that can use it and plenty more items to add (craft necks come to mind)
let us buy prowess or special temp keys that open up brown caskets with merits or tabs nothing worse then capping merits while hunting in GoV for that Craft item you want and not being able to leave because you'll lose your prowess.
VWNM
it's nice you added pulse cells and weakness items. Can we use them in final VW now against PW. I dont like spending 2-4 hours just to get to a Zerg fight and lose 50% of the time. It shouldn't be a Zerg Fight. and for all of VWNM change it so more then just the first Treasure slot is the rare item. People would be way happier if they had 3+ chances to get a rare item per fight then just 1.
Mog Houses, Mannequins and Statues
this is a big one, for something so small. For almost ever story or event we get atleast 1 furnishing. Their are also tons of different furnishings that can be made, offering a complete customization of your tiny mog houses are now too small. I saved my nation and the world many times from complete destruction. I've earned a bigger house. Give me a Mog Manor or Mog Mansion, Bigger main room with 2 or 3 side rooms. let me pick what room my moogle hangs out in
Mannequins are wonderful it took me awhile to finally make mine. it lets me show of my gear and weapons I worked so hard to get. but more can be done. We can equip a range weapon to our mannequin, But can we show it off? can you let us change the face of our beloved mannequins to let them look more like a character of of our choice. The Necromancer said he had the feeling that we'd meet again. don't let him down. Let us have more of the same type. If i want to have a army of taru in my Mog house I should be able to.
Statues are nice to have. but some should be alittle easier to get. Now that mog bonanza is finished we need new ways to get some of these items. Let the Odin and Alexander statues be in the list of rewards for beating them. Let us pick a AA statue we want after DM. Have the Baby HNM 50% chance to drop their statue. and I do mean baby. It's a Fafnir statue not a Nidhogg. as for the Nomad moogle statue. nothing is worse than tracking down a tablet and getting a log instead of getting a nomad moogle. have it be a basic reward like the Exp ring. Or if you want to do even more, change them all to Rare as well and let us sell and trade them.
Evoliths
Dont let these die under a pile of bad ideas, I was glad when it was mentioned that they will be redone. Dont let us down
Revamps and gear
the dynamis and Limbus Revamps were done right. you rewarded people who had the old gear. Messed up big time with Neo Nyzul. you made it so all the people that worked so hard to get all the gear from Classic Nyzul and climbed all the way to the top got spit on by any DD with a Sch. Please dont make the Same mistake with Salvage. Some people went out of their way to get the old gear, and really did the old content. Reward them.
Keyln
08-16-2012, 08:52 AM
Things I would like to see:
The ability to store gear sets. If adding macro lines isn't a possibility, maybe add in the ability to store gear sets to memory. That would help greatly in stopping pressing 3 or 4 macros for a single action.
Content finder. Not all of us are social butterflies, and maybe a party finder or content finder for certain content with an auto-party function.
More general functions for Summoner. For example, I would love to see a magic stance to give an avatar increased magic attack, enspells, and a TP bonus while a physical stance would give an avatar increased physical attack, double attack, and haste. Basically, I would like more control over my avatar in between pacts.
Finally, I would like to make things a bit easier to get a mythic weapon. The only place I see them is on the Test server.
And to add in one more thing, I would like to see a series of quests that would directly reference the other Final Fantasies. :)
Shadax
08-16-2012, 08:54 AM
Hello, Matsui-san. Thank you for giving us the opportunity to communicate directly to you through the forums. As you can see from all the responses so far, there are still quite a few passionate people who still love FFXI and the potential that it still possesses.
I think my biggest criticism of many of the battle systems in place right now is that there is very little reward for the effort. For example, I would love to be able to gather some friends together and burn though the hundreds of Kindred Crests I have stored, but the reward pools for most of these battlefields are really horrible. Adding a mixture of better equipment and upgrade items like heavy metal plates to the treasure pools of these battlefields will greatly increase the interest in doing these things.
Other battle systems in place have virtually useless point systems that could be used for something. For example, there's not much motivation for doing Nyzul Isle once you have gotten the gear that you want. If there were a system in place that allowed you to spend your tokens more than just temporary items, like voiddust or items to augment Nyzul gear, there would be a motivation to help other people farm the gear that they need.
In conclusion, for better or for worse, post-Abyssea FFXI is a much different creature than the game we all played three years ago. The attitude of the players has shifted to wanting something to show for their accomplishments and I think a lot of the older content can be fixed by simply making it worth the effort.
Thank you for the chance to communicate with you and going forward into Seekers of Adoulin, I hope that you and the development team are able to create fun, challenging, and rewarding content.
Dreamin
08-16-2012, 08:54 AM
For what it's worth:
1. Fix the Macro/Gear Swapping issues - either give us additional lines (16+ would be ideal) for the current macros or give us an ability to define various gear sets so that we can use a single line to completely swap into these pre-defined gear set. To be realistic, the number of these pre-defined gear sets will probably have to be limited but please make it so that it is more than 5-6 so that we can always have at least 2 jobs worth of gear set predefined since most people has more than 1 job finished by now.
2. We want events that have progression and reward based on efforts and skills. We do not want events such as the re-ramped Nyzul Isle where your chance of getting to the boss is based more on LUCK then on skill or effort. One should never have jumped 19 times and still ended in the mid-80's floors that include floors with lamps/kill all/leader.
3. Many jobs need fixing due to over negate in the past few years. Many of these gives the feeling that the developer are clueless to these jobs. Some of them are:
- RDM - there's really no role for RDM in many of today's activities. Please fix it so that there will be a role for RDM.
- SMN - our last real useful BPs across all the avatars are the ones from level 72. Please give us new BPs that are more useful across the board and not 1 or 2 BPs that is situational use at best.
- BST - you have taken away the bread and butter of this job. Charm is basically useless right now for anything that is meaningful. Either remove Charm and gives us a replacement Job Ability or give us content where Charm will and can be featured or at least useful. We are called Beastmaster and not Jugmaster.
- BLU - we need more slots to set magic and we need more set points to use them.
4. Inventory - not only do we need new inventory but we also need to be able to store the UNAUGMENTED AF2+2 (Relics +2). There's absolutely no reason to force us to augment them if we do not want or desire the augment stats. The only reason most people augment them now are so that they can store it. The only reason why not more people have AF2+2s are because they cannot be stored once they have upgraded to +2 and not augmented.
5. Please listen and value the NA/EU playerbase's feedback as much as the JP playerbase and treat all of us consistently with respect. All of us are your loyal customers and all of us and we all deserved to be treated in an unbiased manners. Any information that is only related to one playerbase but not to the other is biased. Any feedback from 1 region that was ignored or was told cannot be done should not be then 'made to happen' because it was then given from another region.
6. Please give us a way to display hidden stats. Sure, we can calculate/estimate them but why not give us a visual confirmation as to what we 'thinks' we have.
7. Some specific event related issues I like to see:
- WoE - give us a way to convert from 1 coin type to another coin type. Similar to how we can convert from 1 seal/crest type to another. Make it an exchange ratio of 3-to-1 or something reasonable.
- WoE - either really fixed the drop rate of the Residues or Dies or give us a way to convert coins into Dies or Residues. Maybe something like 5 coins to 1 dies and 10 coins to 1 residues.
- VW - Yes, you give us the mechanism where the people who has already received one of the ra/ex item can get their corresponding pulse cell. This is great to those people who are lucky to keep getting the item to drop to them because now they can make millions off these pulse cells. What you forget to do is that this DOES NOT fix the issues for the ppl who just have poor luck in getting an item. I know someone who was 1/700 on Toci from Pil and I myself is in the 0/450 range. Give those of us that just have no luck some mechanism to get these items. For example, after completing maybe 200 or 250 Pils, or any other NM, we should be able to say pick that NM's ra/ex item (not pulse cells) and be done with. There's absolutely no joy in repeating and repeating the same NM over and over again and just watch the same people who gets the pulse cells when all you got to show for is some Logs and Ores. If 200 or 250 repeat wins is not enough, pick a number, at least it would be achievable then.
- Nyzul Isle v2. - This almost pure LUCK based system needs a complete overhaul in my opinion. I would suggest going back to the drawing board with this. Maybe really take a look at the various feedback that people have already given regarding this topic as well as looking at what made the original version a success.
8. Let us merit more than just 3 weapon merits.
9. Let us merit more different magic combinations. Also give us more chance to merit other attributes (cap them individually so we wont be too powerful if you want).
That's all for now. Will add later if I can think of anything else.
Rezeak
08-16-2012, 09:08 AM
Alot has been covered already
I'd like
Solo entry to Salvage and Assaults
Basically so it's easier to do some salvage and assasult w/out forcing 2 other friends who don't want to be there just so you can enter.
cadant
08-16-2012, 09:35 AM
It's been said multiple times already, but I would like the enmity system in the game reworked so that a tank job can actually tank. Paladin is near worthless aside from solo or extremely specialized situations. With a new tank job coming out in the coming expansion, it would be nice for it to not be worthless right out of the gate.
Also I would like for the rampant cheating at Neo-Nyzul to be taken care of >.> If this is not doable, rework the battlefield so people can win without having to use cheats.
Modoru
08-16-2012, 09:37 AM
TELL ME THE SECRETS OF TREASURE HUNTER.
That is all. For now, I need to actually think this through.
Tamarsamar
08-16-2012, 09:51 AM
I feel quite underqualified for summarizing the past two years for the new producer.
I'm confident in saying that everyone (myself included) wants less luck-based content, less random drops with obscenely low percentages that do nothing but waste the players' time, and more content that provides a definite sense of progression and reward, such as the earlier Trials of the Magians.
Furthermore, please allow us a text command to save and recall multiple different sets of gear. For example, if I were to type something like, say, "/equip set 01 save", all my current equipment would be saved to "set 01" for me to equip again later with something like "/equip set 01". In essence, we want it so that we can change every one of our equipment slots to a predetermined piece of equipment using only one macro line.
Someone fill free to repost the previous paragraph for themselves instead of liking if you disagree with my next paragraph, because I'm about to go as selfish as all get-out over here (at the producer's specific request, mind you).
----
As for me specifically, I have a concern that dates back to slightly more than two years ago, but it's similar to a more recent concern that other players share. It concerns a subject known to the players as "tanking," where one (sometimes two) players hold a monster's attention through accrued enmity, and manage its attacks so that it does not kill someone not equipped to handle it. This has become something of a dead art, as players, substantially more powerful now than they were at the 75 cap, find themselves hitting a cap in enmity, which is difficult for a dedicated tank to hit first, and impossible for the tank to supercede. This is a concern that development claimed to have plans to address with the release of Seekers of Adoulin, and the purported new tank job Rune Fencer.
I, however, am a Red Mage. My request comes from just shortly before the decline of the tanking role, and will help to add a variety of more than a handful of job combinations to it (assuming, of course, the role begins to flourish again after SoA): undo the reduction of enmity applied to Black Magic Enfeebles, and remove the Job Trait "Tranquil Heart" from Red Mage. Before the Black Magic Enfeeble "nerf" (reduction in effectiveness), players were permitted to try various interesting job combinations for the tanking role, including PLD/RDM, NIN/DRK, and the admittedly somewhat overpowered RDM/NIN. This all changed with the raising of the level cap to 80, where single-target Black Magic Enfeebles were given a sharp reduction in generated enmity, and as if to spite PLD/RDM in particular, Paladins were given the spell Phalanx natively at level 77 (and, later on, Reprisal and Enlight). Several tried to defend the update as a beneficial one for those who play dedicated Back-line jobs, but this was obviously not the intent, as the large accrued enmity values on Sleepga spells were left unaffected. At that point, the options remaining for tanking were largely reduced to just PLD/WAR, NIN/WAR, and the occasional PLD/DNC. Instead of giving players more options, the developers instead decimated the ones they had. If tanking is to be revived, I want it to be revived in full; you claim to want more tank role jobs to be added with the introduction of Rune Fencer, but your actions need to match your words. (As a side note, I would be very excited for Rune Fencer if we could make a useful subjob out of it.)
Speaking as a Red Mage, I personally find it laughable that among our many purported "trades," tanking is not permitted to be among them, despite having more endurance available to us than nearly any other job in the game! This is further exacerbated with our extensive array of self-only Enhancing Magic: we can make ourselves a relatively large (if slow) threat to a monster's well being, but it's partially put to waste if the monster never pays us any mind. (This happens to also be why Red Mages tend to have a reputation of performing very well solo.) On this note, remove the Tranquil Heart Job Trait from Red Mage, since it serves no purpose but to run salt into wounds. Replace it instead with Fencer, or if not, at least change the name of "Fencer" to something that doesn't sound like it begs to be on a Red Mage (and not something like Bard . . .). Give Red Mage more ways to allow us to more ably contribute to our party while on the front lines--not just raw damage (though we could use a bit more of that . . .), but I can't think of a more fitting use of all our talents other than directly ensuring that an enemy doesn't kill other party members by going face-to-face with it and reducing it to a crippled mess.
On that note, give Red Mage more unique Enfeebles. The Enfeebling update is welcome, but a Red Mage's Enfeebling talents don't stand out nearly enough compared to that of other mages. Consider making RDM-only spells, such as a "Confuse" spell that, similar to Paralyze, occasionally prevents the inflicted from acting, but unlike Paralyze, inflicts recoil damage, and stacks with paralysis; a "Mute" spell, that acts as a more potent Silence that can affect a wider array of enemies (to account for the large level gap in-between the two spells); an Enfeebling spell that somehow inhibits monster special attacks--even if they can't be preemptively prevented outright for whatever reason, at least give us something that inhibits monster TP gain (similar to Yurin: Ichi) or, better yet, doubles the TP required for the monster to use a special attack; a spell that increases the rate of Critical Hits inflicted upon the target; a Terror spell, because seriously, you guys gave Jettatura to Blue Mages at freaking level 48. There are plenty of ideas for Enfeebling Magic that you have every reason to make Red Mage-exclusive.
Oh! And speaking of Blue Mage, by the way, I would greatly appreciate it if you guys would stop with the blatant favoritism concerning the gigantic variety of gear that you allow Blue Mages. To wit, nowhere is this more obvious than the fact that Blue Mage can use both the Homam and Nashira gear sets, as well as all of their upgraded forms; the Adhara Manteel even had freaking Blue Magic Skill added on to it, for crying out loud! On a related note, if you could start including Red Mage on more "medium" armor sets (equipment that is neither mage-specific armor nor heavy armor), that would be much appreciated. I can understand if you don't let Red Mage have every "medium" armor set in the game (we don't have many complaints about not being able to use the Skadi's Cuirie set, for example), but when you take the pieces of our artifact set (Chapeau, Tabard, Gloves, Tights, and Boots), and use them on a medium armor set, and then prohibit us from using it (http://ffxi.gamerescape.com/wiki/Athos%27s_Armor_Set) . . . actually, that brings me to my next point:
Please stop trolling (that is to say, treat poorly for no reason beyond provoking reactions) Red Mages. If you don't understand what I mean, I provided two examples were development has trolled Red Mages in this very post already: making a Job Trait called "Fencer," which has been a title thematically appropriate for Red Mages over the years (for example, see the screenshot of the "Fencer's Ring" in my signature), yet not only not giving it to Red Mages, but having the audacity to give it to Bards instead! And, of course, as I just mentioned, the Athos's Armor Set, which is little more than a retouched, Green-and-Gold variant of the RDM-specific Duelist's Armor Set, except it actually provides worthwhile melee stats, and Red Mages can't use it. You request that I tell you what I want instead of what I don't want, but how about I give you both: stop teasing Red Mages, and start letting us have stuff that there's little reason for us not to have.
Oh, and back to the subject of equipment, you know the Morrigan's Robe set, and how it, along with all the other pieces of Salvage-exclusive equipment, is set to receive some upgrades some time soon? Please do not neglect to enhance its melee attributes. I would not be putting this here were it not what happened to the Goliard Saio set when it got "upgraded" to the Nares Saio set, and all the relevant melee stats on the set, such as Haste and Accuracy, were wiped away. This was not a kind move and I do not wish to see it repeated with the Morrigan's Robe set.
I think that I am done venting-with-polite-language for the time being, but for now I simply have one more request: as a San d'Orian, I hugely regret missing out on the opportunity to obtain the Harpsichord item, and the more recent Spinet item was not a fitting consolation. May we please have another chance to attain it?
xbobx
08-16-2012, 09:59 AM
Give a quest where once you have an Emp. or Woe weapon, you can unlock the Weaponskills for all weapons. Some of these weaponskills define the job, without them you might as well sit on the sidelines. With those weaponskills unlocked, you are stuck with the one weapon, so if you introduce more in the expansion, they will go to waste.
Seriously do something about WOE weapons, they are impossible now, either made some fluxs instanced and soloable-trioable so that people have a chance to upgrade even when WOE becomes popular again. This is I believe the fourth time it has died.
Stick to a smaller party setup for content. Most of us been grew up in the game and we just don't have time for 18 man content. many have left because of this, and if you go back to this setup, you will lose many more.
And the big thing, which I mentioned in a previous post. Think before you act. Look at the repercussions of your actions, you don't do that now, and never have. Geodes in recipes is a prime example. Take the blinders off.
scaevola
08-16-2012, 10:02 AM
Uncap merit categories. Let me max all stats, all combat skills, all merit WSes and Group 1s/2s for all my jobs, the works.
As I get older, I find myself continuing to come back to FFXI because of the split-focus gaming opportunities it provides; I really, really enjoy grinding in FFXI, not the least because of all the other audiobooks and TV series and movies my wife has no interest in I can consume while I do it. Uncapping merit categories means I could basically just grind forever, which I have to admit sounds more appealing than pretty much all the neo-nyzuls and aldouins in the world.
I think the fact that we all play FFXI is enough of a collective endorsement of grinding, so come, Matsui; let's have a little fun.
Lienn
08-16-2012, 10:03 AM
Well, what i want for XI is:
a) HD graphics even to FFXIV (or at least even to character creation graphics).
b) jobs adjusted to run multiple roles, like PLD having DD support (or healer support) just like war, dnc and mnk have tank support. If needed it could include job-exclusive abilities similar to afflatus jas.
c) Enmity adjustments based on 85+ damage output so tank jobs can start tanking again.
d) Changes to abyssea to put an end to EXP/cruor leeching. A minimum lv to enter also would be good.
e) Adjustment to jobs that can equip relic/empyrean weapons to include new jobs.
f) Balancing besieged and campaign for lv99. Maybe adding bonus accuracy and damage to monsters against targets that have multiple monsters targeting it
and...
g) Have no mercy of FFXIV. Have no holding back on development and/or upgrades of FFXI just because FFXI and FFXIV are sharing the same playerbase and it will draw players from there back to FFXI. ^^
Pentiki
08-16-2012, 10:06 AM
As a summoner, i've been living with a few things broken with the game.
One of the most frustrating, which also affects beastmasters and puppetmasters, is the canceled ability bug.
When your pet uses an ability which takes a while to prepare, and the pet's current target dies while the ability is preparing, the ability is lost, and the timer for the ability is consumed.
Another frustrating slight to summoners is the level 65+ physical bloodpacts. Prior to these bloodpacts, summoners were able to (and still are with lower level abilities) produce skillchain effects, adding considerable richness to the job. However, no physical bloodpacts after level 50 (Shiva, Double Slap) are capable of producing skillchain effects.
Aside from the summoner job, there is a feature of the UI that has always gotten my goose. As a PC user with a significantly larger screen than the game was intended for, a number of elements continually are overwritten or superceded by other windows. Using the main menu causes the alliance member windows to disappear, the combat menu eclipses the super-useful compass, radar, and weather area of the screen. A few gui options to resolve this (possibly already in the development pipe-line) would make the game experience richer.
The auction house is also very limited. I can understand the database strain from allowing players to place an unlimited number of items onto another entity (the auction house in this case) but is this worse than the server load from huge numbers of players staying logged in to bazaar? The bazaar system is handy and all, but the whole economy could benefit from an even more consolidated and comprehensive item exchange system.
Lastly, i think the level cap system is great, but there's a hint that it could do more in the way the game works. Most notably, if you are under level sync, and you summon an avatar (not sure if this works for other pets) and then you lose the effect of level sync, the avatar is still under level sync effect, but has all of it's abilities for whatever level you are without level sync. It would be great to apply this to all higher level characters, perhaps with a little balancing thrown in. Granted, refresh shouldn't be full power at level 10, but can't it give the same 1/tick mp refresh that the book does? This is partly a gripe as a summoner, but other mage jobs suffer the same decrease in abilities as a result of level sync (and level sync effects, like bcnms).
I also agree that relic and mythic and empyrean weapons should be difficult, but is months really necessary? You have to exercise some serious influence (or manipulation) to get the manpower and time required to polish one of these off. I'd personally like to see these be the result of less farming for "money" items and more battle story to accomplish them (or other quest-chains).
Autotranslate needs to be brought at least current with new abilities and abyssea terms. It'd be great if auto-translate also included more phrases ("Can i lot?", "Time for bed", "We need to change our strategy", etc)
I promise to finish here, but crafting needs an overhaul. A level 100 crafter (which i am not, but close, several ls members are closer yet) shouldn't be able to fail a craft for a level 10 cap item. The ramp for HQ should similarly be adjusted. Wouldn't it be more realistic for high level crafters to more regularly HQ low level items? Perhaps HQ rate can be managed by a different "skill" area than crafting skill alone, giving the opportunity to increase the number of level 50 pieces of gear made by level 100 crafters that are currently nearly impossible to HQ. (Austere Robe as an example vs. the Penance Robe)
I'll end the ramble, though there are number of other areas that could use help, I've got a wall-of-text going already.
TL;DR
Pet abilities during target death, Bloodpact skillchains, UI overlapping elements, auction house 7 item limit, relic/mythic/empyrean weapon grinding, auto-translate, high level crafting
Lyberty
08-16-2012, 10:09 AM
Okay, thats what I want:
- please, please, please... Let us buy arrows/bullets from NPCs at a resonable price...
- more macro lines... What we have now its not enough, and if you dont belive me try it yourself to see how painful it is hitting 3 macros to ws or to cast something specifically.
- RNG: make eagle eye shot relevant again... Any ws hits harder than it.
This new 2 hr ability should be a 10 min JA... All it does is to save us ammo... I want something like a "mercy strikes" for ranged attacks only with no emmity gain for at least 1 min.
- COR: I know that this job is luck based but at least when I 2 hr I dont want to deal with such a thing, so basically what i ask is that wildcard gives us at least rolling number 5 benefit, and for the new 2hr gives us straight XI for the 3 rolls.
Thanks for taking your time to read ^^
Smeggles
08-16-2012, 10:15 AM
1. PLEASE let us set gearswap macro's easier - Either let us predefine X "Gear Sets" in each macro book so then our macro lines will simply read:
/equip "WS set"
/ws <t>
/equip "TP set"
or make macro's 16 lines (I would prefer gear sets)
2. Please uncap merits. Completely. The argument for balance is moot when all players have access to uncapped merits then it will be balanced.
2a. At the VERY least let me merit ALL of the weapon skills. I can do ALL of the mythic weapon skill quests, yet I can only ever know 3 merited ones.
Lisotte
08-16-2012, 10:22 AM
Some way to make up for the damage PUP loses by using manoeuvres every 20 seconds. When compared to MNK, SAM, etc. PUP has to stop dealing damage for 2 seconds every 20 seconds to put a new manoeuvre on.
Clou777
08-16-2012, 10:32 AM
add a couple of abilities to summoner very much like the blue mages chain/burst affinity, summoner has hardly any job abilities at all besides the actual BPs themself.
Avatar's Chain: Next Physical BP Readies target for a skillchain (such as wild flourish / Konzen-ittai).
Avatar's Burst: Next Magical BP gains a damage bonus to magic burst (+25%).
also remove BP timer cap so we can keep up with the damage dealers of today
Nauthima
08-16-2012, 10:39 AM
I want to be able to re-watch Cutscenes without running all over the world to Goblin Footprints and Bards, I want to watch them from a list kinda like how FFXIV does it with the book in the inn.
Camiie
08-16-2012, 10:43 AM
I do have one suggestion. Fix the backwards beetle foot.
Zhronne
08-16-2012, 11:11 AM
Hello Matsui-shishou, here are my ideas for the future of FFXI, and what you should be focusing on from now on, I'll try to keep it short but we all know I will fail.
Game Controller Support
Since you are working on a new UI for FFXI, it would be fantastic if you could make the Game controller support better, maybe supporting "xinput" controllers (currently it only supports "dinput" ones) or putting an option that allows the game to use analogic shoulders as digital buttons. Can find more details and complaints from users in THIS (http://forum.square-enix.com/ffxi/threads/21706-dev1097-Newly-Added-Control-Config.) and THIS (http://forum.square-enix.com/ffxi/threads/25711-Suggestion-Update-game-controller-support-for-Windows/page2) posts.
In-game camera max-distance from character
Currently there is a limit on how far away from your character you can "zoom out" the camera. This limit probably had a meaning back in 2002 when the game came out, but we're in 2012 now and it would be very nice if SE could slightly increase this limit. People already do this very easily through third party tools, it wouldn't be a hard work for SE to offer us the chance to do it in a legit way. Further info HERE (http://forum.square-enix.com/ffxi/threads/26467-Suggestion-Max-camera-distance)
Merit Cap Increase
Abyssea's way to do XP offered all of us the chance to level new jobs, get new merits etc. It was probably the right way to go, altough maybe abyssea "overdid it". Pretty soon most if not all player will have all the jobs they want to level capped at 99, same with merits. Since "lost xp while dying" hardly matter anymore like it did at 75, we're close to the point where people won't XP anymore. You need to keep adding stuff players can do with their XP/merits, that way they will always have motivation to keep getting merits. An example would be to raise the cap on merit WS, allow us to merit more.
Add new categories of merits, raise the cap of merits in already existing categories, and things like this.
New Graphic Interface
We know you guys are working on a new graphic interface, please do not forget about Gamepad users. Players using gamepad could still use a Mouse to set/place the windows, but then use Gamepad to navigate through them. Please do it! Even for the macros, we heard you want to make so there will be three basic macro options, the CTRL line, the ALT line (like we have now) and a third one. This wouldn't create any issues at all on gamepads. For example associate right trigger to CTRL line, the left trigger to ALT line, and both triggers for the new line.
Just an example. What I'm really worried about is for you to make so the new interface won't be useable with a gamepad.
Experience Points balancement
Abyssea-style Alliance XP was really nice, but it's getting boring after more than one year, and it keeps on promoting lazyness. Why don't you resurrect the concept of old 6-people experience parties?
I know you can still do them nowadays, problem is that they are worse than Abyssea alliances from every point of view, and so there is no motivation.
Please offer some motivation so that people will be able to do XP parties again with the new expansion, and watch out not to overdo it. I do not want new parties to "kill" abyssea-style XP. I just want them to be an additional viable option.
Doing the same thing for a long time makes that thing boring, doesn't matter if it's about Abyssea PTs or normal PTs.
Being able to choose what you do would create a bit of variation and make things less boring
Enmity Control
We all know that in Abyssea these formulae were completely broken because of the very low "roof" at which enmity caps and several other issues I won't talk about.
The Enmity balancement was based with lv75 numbers, and Abyssea killed all of this.
You need to rework all the system, especially the Damage=>Enmity conversion formula, because that formula used to work with level75 values maybe, it certainly doesn't work with lv99 values.
Also, could you consider making Tanking less "strange" compared to other MMOs? You can do this by adding special job traits to tank jobs or tank stances (see below), something more efficient than just a raw amount of enmity that won't ever be enough.
I'm not asking to make so a Damage Dealer can never steal a Tank's hate, but it should be harder to do so than it is with the current state of the game.
When a tank needs very very specific gear to do what he's supposed to do (tanking) you know something is wrong in the game. A tank in a MMO game should have all the basic necessary tools to perform his job. Better gear should make the job easier/more efficient, it shouldn't be something as absolutely necessary as it seems to be in FFXI's situation today.
FFXI and "stances"
It's a very common concept in many MMOs to create variation among the same class/job.
You have a certain stance, when you activate that you lose something and you gain something, pros and cons, making it a balanced and situational thing to change your playstyle and allow you to do different things in different situations.
This is especially useful for classes/jobs who can do many things. Scholar for example, or Ninja.
A concept similar to "stances" already exists in FFXI, many jobs have something similar.
I think their balancement should be reevaluated though.
More "balance" - to make a stance balanced you need to make so it gives you something and it takes away something, for some "stances" in FFXI this is not true and they offer only advantages.
Also, they need to be more focused on the long time, and not short time buff.
Good example of how stances should be implemented on this regard are: Afflatus Solace, Afflatus Misery, Composure, Light Arts, Dark Arts.
Bad example? Yonin and Innin, or Footwork.
Players need to CHOOSE when they want to play in a stance or another, the balance should come from what you gain and what you loose.
You shouldn't be forced to refresh it every 3 minutes, and monsters shouldn't be able to dispel them.
Entertaining and challenging fights
Please bring out again Fights against strong enemies that require a whole different range of strategies to be defeated.
Examples from the past? King Behemoth, Chlevnik, Wyrm, Aspidochelone, Tiamat, Vrtra, Cerberus, Khimaira, Kirin, Seiryu, Suzaku, Jailer of Fortitude, Jailer of Prudence, Jailer of Love. All these mobs had very different abilities which required different strategies from the players willing to challenge them.
The so called "zerg" strategies are annoying. It's good to have them when they're PART of what you do, they get boring when they are the ONLY thing to do.
The same thing could be said about challenges which are un-original, unbalanced and frustrating, forcing players to resort to "cheap" strategies, like abusing/exploiting certain particularly strong job abilities like Perfect Defense and Embrava, to name a few.
This is not a sign of a good battle planning from the development team, imho
Consolidation
Currently, in my opinion, there is way too much situational gear in FFXI, creating several issues in players who have multiple jobs. There just is not enough inventory space, and it becomes easy to get "lost" between the sheer amount of gear all of us do own.
"Consolidating" certain pieces of gear could be a nice way to save inventory space and make so a single piece can replace 2 or 3 old ones.
A decent example of this is the recently added Chatoyant Staff.
Can you please do something similar for other categories of items? Sea torques, Elemental Gorgets, Elemental Belts, Elemental Obis, etc.
Would be like killing two birds with one stone.
On one hand it would offer players motivation to collect all of them and not just a few.
On the other hand it would allow them to save a lot of inventory and macro space, and have single items with the stats of many.
Weekly Forum Event
Make so that once every week (or every month, or every 15 days) there is a special discussion where players can make ONE post and ask ONE question.
One of this question is chosen every week and Developers will offer a detailed reply to that question.
Like "How does the ability XXX really work?" or "How does the item XXX really affect the ability YYY?" or "What's the formula to calculate the amount of ....?"
Calintzpso
08-16-2012, 11:13 AM
Two very Basic requests that I want.
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Magian Weather Trial Adjustments.
I want an alternative way to FORCE weather for trials that WILL NOT effect item drops like Geodes etc, just speed things up. EX. Fire Weather is horrendous to wait for, sometimes wind weather too(Wajoam Woodlands is never in wind season for me when I'm able to play).
Ways I'd accept to change this:
-Making a SCH's Storm Spells Work for maybe 3 to 5 points worth a kill.
-Some special Buff we can purchase or trade for with some form of currency(Gil, Tabs or something new) from "Field Books" or "Ground Tomes" or from the "Magian Moogle" himself.
-Revitalizing Moblin Maze Mongers with Weather Runes that force weather.
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Magian Kill Specific Target Trials (Notorious Monsters)
Three ways to fix this:
-Make the Targets required for Magian Trials spawn every hour like Void walker Notorious Monsters are.
-Make a way to spawn the Notorious Monster targets with a pop item off the lottery spawn monsters with an admirable drop rate, you can even completely remove the treasure that the Notorious Monsters would drop if they are spawned this way. Consider it like how Gration is spawned, NQ pop item=50% drop rate, HQ pop item=100% drop rate.
-Trading the Magian Trial inscribed Weapon to the appropriate ??? spawn point, forces the Notorious Monster to spawn, Make the ??? have a admirable re-spawn time(15-30 minutes). No Treasure drops as a form of balance.
BurnNotice
08-16-2012, 11:18 AM
What I would like to see the following:
NINJA: Dokumori: Ni, Jubaku: Ni, Monomi: Ni & Utsusemi: San. I know these are doable now since we are at level cap 99. Granted, Utsusemi: San is questionable in how it can be incorporated with an already established 4 shadow Ni (5 with Iga Kyahan +2), but I find it to be reasonable to make San a 6 (or 5) shadow (7 or 6 Iga Kyahan +2) and allow it to share the same recast time with Ni.
RANGER: new arrows! To be more specific, increase r.attack dmg, better overall DMG. a Job Ability(s) that should enhance r.attack power, critical hit dmg, and ws dmg. For example: (let's call the job ability "Blitz") that will cause an inaccurate, but powerful range attack that will ignore the enemy's defense lvl.
When I come up with something else, I will keep you posted.
Shenul
08-16-2012, 11:29 AM
It's no secret that the majority of PC FFXI players in NA use the third party windower program. What does this mean for the developers and producers, though? Well, the windower was made not to provide an advantage or to bot or cheat, but to fix the things in the game that weren't going to be fixed due to low priority or the like. What this means is, the plugins getting the most usage fix the biggest gripes from the playerbase. The best thing to do for FFXI is to look at what the third party Windower is doing and alleviate the need for its plugins.
Spellcast: This can be alleviated by being able to change entire gear sets in a single macro. Since a lot of endgame gear is very specialized, most players have a "regular" set (TP, Refresh, etc.) and then many specific sets (fire spell, drain spell, elemental WS, enmity+, etc.). Being able to change all 16 pieces of gear on the fly has become the norm for the game, and the developers should embrace this instead of fight against it.
Light Luggage: Automatic stacking of items and the ability to auto-pass on certain items. I'd like to go out to zehrun mines and not have to constantly clear my inventory of soot, bat wings, copper ore, etc.
TParty: The TP/MP data is already stored in memory for the entire alliance. Please display it! It's either that, or spamming party chat with tons of TP lines.
Recast: With the new macro system that is to be implemented, this might be alleviated. But... an overall recast timer window on the screen that isn't part of the new macro system would be much appreciated.
As for stuff outside of what windower is doing, I'd love to see hate reworked so that it is easier for enmity tanks to keep hate over the stupid damage that classes are doing now. Not only is the hate cap being reached incredibly fast at higher levels, but through the years, damage output has grown while enmity output of abilities has not been grown with it. Same with the defensive capabilities of defending jobs. Zerging everything seems to be the prevalent strategy, and that should be looked into.
I just want the leveling experience to be more of a social and community content like it used to be. I'm not talking about grinding like the old days but making it were you almost have to visit many other locations in the game in order to level. For example; i just started another character from the ground up. A taru blm. I soloed up to lvl 16 but got into a mines party and now i'm lvl 42. This made me realize that ALL content up to abyssea is completely useless and not needed. Even blm spells. No longer are blm spells needed except for the proc ones, all starter gear up to were u can buy the abyssea sets like pearl set isn't needed. You can level up to aby gear with lvl 1 starter gear, your first set of AF is also no longer needed, and so on.
Leveling wise all you need to do is go to G Mines and Crawler Nest, then abyssea and your done pretty much. No need to visit any other locations or do any other content. That includes skillchains and talking to others. The game has become too much of an easy button game and solo fest.
All i want is the game to go back to being an adventure and an expadition it used to be.
One idea i had was in regards to book burns. Make a hard exp cap for each GoV. What i mean by this is if the target lvl of a page is capped at 20 then make that the final cap. This will force book burns to go to different locations again and explore other areas. This will need to somehow include level sync.
Dieth
08-16-2012, 11:57 AM
In regards to NeoSalvage.
I want you to scrap any work being done on any Random Augment paths for Salvage gear, because if this comes to fruition there will be no salvage revitilization, it will just end up in the same pile as Evoliths.
I want clear paths to attain the stats we want. Such as Trial of the Magians.
I want them to be attainable but still challenging. Such as Trial of the magians.
Can we get some new Good quests? a good series of quests with a good story. last bunch of quests I remember were VWNM, those seemed to just be tossed in justify VWNM. Even more so I want more quests with Beastmen. I mean not all of them are bad, There is no good or evil. I want to Explore undergound mines with goblins/moblins maybe help defend their city from something they dug up. help some Orc make it over Uleguerand Range. Maybe a young Yagudo wants to learn how to Sing. Just some Juicy fun quests that add depth to things. and its a chance to add goofy beastmen that there would be no place for. I for one would love to see a Goblin Drg riding a Raptor and using a polearm. and since there have already been goblins riding chocobos having one ride a raptor wouldn't be to far of a stretch.
Seiowan
08-16-2012, 12:07 PM
Suggestions:
Evolith System update:
I realise that this is already being looked at, but there are a few things I would like considered when changing the system since I firmly believe it could be a boon for many if done properly.
Firstly, allow us to augment all the major stats on crafted gear. Besides the obvious ones like STR, AGI and INT there are boosts for mages like Magic Attack Bonus or "Adds Refresh effect" and ones for melee such as "Increases Weapon skill damage" which should also be available to us. Obviously the rarer the bonus is on major equipment pieces, the rarer and more lucrative the evolith containing its bonus should be.
That said, we should also be able to combine evoliths (to a certain degree) to enhance their bonuses. For example, taking a +2 STR evolith and combining it with a +1 STR evolith should give us a +3 STR bonus we can apply to armor. This means that much like in Abyssea we can choose to keep working towards getting higher tier equipment by strengthening the evoliths prior to augmenting.
Red Mage
I could write pages on this, but I'll try to keep it concise.
Red Mage needs quite a few things, but I'll start with one which might cause a minor outcry from career White Mages. Cure V. I'll confess I was originally an advocate of keeping Cure V as a WHM exclusive spell, but given their Afflatus Solace ability and huge number of traits to help with ailment recovery magic, this is less of an issue. Give them the option to heal in parties if the need arises.
A job ability to greatly reduce a target's resistance to enfeebling magic is another obvious choice. This can be done one of two ways: Either give RDM a job ability which specifically targets the monster and base its effectiveness on your enfeebling magic skill similar to Modus Veritas in that it can miss, but only if your enfeebling skill is much lower, OR a self-enhancing effect which greatly enhances the accuracy of the next enfeebling spell cast. This should be a JA aimed primarily at enfeebling powerful Notorious Monsters so it needs a sizeable boost to accuracy.
Fashion Slots!
Honestly I don't know how feasible this one is, but it's something I've seen requested dozens of times. Allow us to equip armor for its appearance and 'lock' it into place visually. This has two effects in combat: Firstly it allows us to appreciate armor pieces for their looks as much as their statistics (I love the THF af look, for example, but the stats aren't as useful as some other pieces), and secondly it eliminates the vanishing effect when using macros to swap equipment.
It would also allow us adorable tarutaru's to actually wear clothes which match our gender as opposed to the unisex outfits which make it hard to gauge who's male and who's female.
While we're on the subject, is it too late to ask for a new Lilac Corsage headpiece but in rose red?
You did not seriously make this topic... (incoming 70 page argument...)
I'd like to see more magian type trials. And more friendly low man events. I like doing things with my friends instead of relying on a larger linkshell to get things done. (I don't mind if events are expandable, meaning they can be done by small groups or large groups alike and are scaled based on the number of participants.)
Almalieque
08-16-2012, 12:23 PM
System
Users should be able to transition characters among accounts with the same billing information with restrictions. Many players have characters on different accounts and as long as its the same person paying for both accounts, there should be restrictions to allow characters to be transitioned from accounts.
Example restriction
1. Both accounts must have been active under the same billing information for 3 months
2. Once a quarter, only one character can be transitioned
3. An additional fee of ($25 to $50) will be charged per transition
Game Play
1. More 6 man events that yield equitable results as Abyssea
All Jobs
1. Every job should have their own unique triggers (preferably 3).
RED MAGE
1. More Job specific enfeebles and buffs
2. Sanguine Blade
Catmato
08-16-2012, 12:29 PM
I don't have much, but I'll share.
Similar to the way many melee jobs can get decent amounts of INT, MND, MAB and M.Acc, I feel mages should get some decent melee gear. I know WHM is one of the easiest jobs to cap haste for TP, but they (and all other mages) lack any decent WS gear.
Also, it would be nice if WHM could get some more tiers of Banish and Banishga. It would be nice if these spell lines didn't end at 65 and 40, respectively.
Please fix the enmity system so tanks can tank again.
DNC should have staff skill.
Battle systems similar to Nyzul Isle Investigation. Mild to moderately challenging with progression. 30 - 60 minutes is a good duration.
Rework the macro system to use full gear sets with one macro.
Please do away with POL. I want to launch the game from my desktop.
Campaign could use some adjustments. Allow skillups. Eliminate offensive campaign battles with no NPCs, Alternatively, increase the exp for wall bashing. Adjust union to auto-join instead of having to wade through the menu.
A separate inventory for furniture only would free up many MH slots.
We need more inventory.
Let the MH moogle handle porter slips.
Eliminate blinking on gear swaps. Alternatively, allow us to have "displayed gear" separated from equipped gear, so we can choose how we look.
Kikkyo
08-16-2012, 12:45 PM
Entertaining and challenging fights
Please bring out again Fights against strong enemies that require a whole different range of strategies to be defeated.
Examples from the past? King Behemoth, Fafnir, Adamantoise, Tiamat, Vrtra, Cerberus, Khimaira. All these mobs had very different abilities which required different strategies from the players willing to challenge them.
The so called "zerg" strategies are annoying. It's good to have them when they're PART of what you do, they get boring when is the ONLY thing to do.
The same thing could be said about challenges which are un-original, unbalanced and frustrating, forcing players to resort to "cheap" strategies, like abusing/exploiting certain particularly strong job abilities like Perfect Defense and Embrava, to name a few.
This is not a sign of a good battle planning from the development team, imho
All of this. I loved so many of the nm fights at level 75 because of all the different strategies you had to use for each one, and because of the group effort. Not just in reference to HNM but many other endgame level nm fights as well as events such as old-style dynamis, etc. where a significant amount of planning and knowledge of the mobs/area was required even for a farming run. An endgame event or two that relies heavily on alliances, teamwork, and strategic planning while giving worthwhile drops would be great.
Rosalie
08-16-2012, 01:12 PM
I kind of feel like Moblin Maze Mongers was left unfinished, since there were many runes that weren't implemented. I'd like to see more low-man content so I can just hang out with one or two friends instead of needing a full party, though. Additionally, I'd like to see endgame content that WON'T one-shot everyone in range if you don't have Perfect Defense up like Arch Dynamis Lord or practically anything in Legion. I think most endgame strategy is very one-sided now from what I have witnessed, forcing everyone to stack up summoners and making the scholar Embrava everyone, and praying that the corsairs hit that lucky #5 or #6.
If NM camps are brought back, I would really like to see much shorter spawn timers than before, as long ago HNM camping really killed my days for free time and any semblance of a normal sleep schedule. I would much prefer trigger-based or event-based endgame activities that would allow my friends and I to choose when to do our activities so that I can do other things sometimes.
Having said all that, I really loved when Abyssea first came out, with the thrill of exploring the 'new' territories and unlocking greater challenges and monsters as a server. I'm really looking forward to Adoulin and hope to see something similar there.
Mirabelle
08-16-2012, 01:28 PM
I know these things have been said, but I'd just like to endorse the following changes:
1) Cheaper, more readily available ammo
2) enough macro slots to change gear and perform an action in one button press
3) more readily available HMP or lesser requirement of HMP
Melphina
08-16-2012, 01:36 PM
Honestly I'd just like to see drop rates outside abyssea increased more than anything else. Whenever I play inside abyssea I feel a true sense of character progression. The atma system was fantastic, but the meat of the expansion came from the way gear was handled. I could log in and spend a few hours and log out feeling like I actually accomplished something. Seals were plentiful and if you procced the mob armor actually dropped. I could spend several hours farming 8 eals and then several more hours for the +2 items and get a nice piece of gear. It was great.
Outside abyssea we struggle against the random number generator to get anything done. Voidwatch drop rates are terrible. I guess the logic was that by allowing us to spam the event it was balanced to have such pitiful weapon and armor drop rates, but it doesn't work out that way. Voidwatch, legion, the new Limbus and Odin battles, and even salvage are nothing but a long grind against low drop rates. There is nothing fun about leaving an event with the consolation prize (the ores, cruor, and logs are just that) knowing that your gear progression is strongly based on luck. The new Nyzule isle is even worse where it's ENTIRELY based on luck.
Abyssea allowed us to spend some time and save the progress in the form of seals or +2 items, or gear that actually dropped. We have entire servers vying for all the new coveted items and they're so rare that they're not realistically attainable unless we spend 6-10 hours a day playing, and most of us don't have that kind of time to commit. Look at meteor, Arise, the Pulse paranalia, the neo nyzule armor aquisition rates, the limbus accessory drop rates, the legion drop rates. It's REALLY REALLY RARE. There are simply too many players wanting these items to warrent that kind of low drop rate. More than anything I just want that feeling of character progression back. You know, like I'm not wasting my time playing in hopes that something with a 1 in 100 drop rate may actually load for a change.
Darkdragongers
08-16-2012, 01:42 PM
Hello Mr. Matsui I would like want see this future possible.
1. Blue Mage more new spells Mighty Guard, Homing Missile, Restoral, Heavy Armature, and Spike Flail but still missing few new mobs spell haven't yet put on Acrolith, Caturae, Corpselights, Mantid, and Gallu.
2. make challange new mobs cameo Dimension Gilgamesh, Typhon/Chupon.
3. unlock Campaign WS quest
4. Avatar Primes hard mode reward rare weapons 99 lvl
Thank you
Tanama
08-16-2012, 01:49 PM
Thank you, Mr. Matsui for making this possible. Let's begin.
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Update some Relic/Mythic/Empyrian weaponskills and their WS attribute mods.
I personally think it is unjustified for players to spend such long time upgrading to their preferred job's ultimate weapons only to be met with a terrible weaponskill and some of it's bad effects. Some ultimate weaponskills are fine, but most others have useless effects and damage today. For example:
Gungnir - WS: Geirskogul 60% AGI mod, Aftermath: Shock Spikes, Added effect: Weakens defense
Practically nobody uses Geirskogul because it is incredibly weak.
Geirskogul mod should be STR instead. Not AGI
Make Geirskogul damage comparable to Stardiver damage wise.
Make the Shock Spikes effect actually stun and have it do respectable damage or remove it completely and change it to something useful such as a moderately strong En-Thunder effect since it is Odin's spear we are talking about.
The added effect Defense down overwrites Angon. Fix this so that they both stack together.
Have the pet wyvern also gain the effect of "Occasionally deals double/triple damage" while Gungnir is equipped. Do the same for the other pet-job related Relic weapons and Empyrian weapons.
Make Relic aftermath duration last longer.
I am not asking you to overpower the weapons. I only ask that you either change or update them to be totally worth the effort it takes to obtain them, especially updated to today's standards.
Here are ultimate weaponskills that should be looked into:
Relic
Scourge
Geirskogul
Final Heaven
Metatron Torment
Knights of the Round
Blade: Metsu
Gate of Tartarus
Mythic
All except for Stringing Pummel, Drakesbane, Insurgency, Mandalic Stab and Tachi: Rana
Empyrian
Torcleaver
Camlann's Torment
Cloudsplitter
Quietus
Myrkr
The above weaponskills needs to be looked into and updated. They are either very rarely or never used at all. These weaponskills come attached to their ultimate weapon. It doesn't make any sense for them to be totally useless.
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Make Ranged weapons and instruments visible full time.
Semih Lafihna carries her bow and quiver on her back at all times. There is also another mithra that carries a Culverin on her back at all times. If you can make this possible for players, please do.
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Guns to show off a firing graphic after it is shot.
Make it so that when you shoot a gun, have it show the firing graphic to go with the firing sound the gun makes.
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Add rare, unique spells/songs/ninjutsu for players
Note: The following spells are in DAT files, yet to be released. *Except Ultima
White Magic
Dia III, IV, V
Diaga III, IV, V
Banish IV, V
Banishga III, IV, V
Wall
Brave (Target-able Melee-esque buff)
Faith (Target-able Magic affinity buff)
Reflect (Chance proc at reflecting magic attacks back to the enemy based on MND and Enhancing skill)
Toad (Temporarily change your enemy into a toad. Enemy is not able to use TP abilities while in this effect.)
Mute
*Allow RDM to cast Temper on party members.
Black Magic
Poison III, IV, V
Poisonga III, IV, V
Bio IV, V
Virus
Plague
Curse
Confuse (Proc chance for the enemy to hit itself or another nearby fiend.)
Berserk (The enemy gains an attack boost but would be unable to use TP moves temporarily)
Death
Ultima
Note: Some of the above spells make for some unique RDM spells. :D
Ninjutsu
Utsusemi: San
Hojo: San
Kurayami: San
Dokumori: Ni
Dokumori: San
Jubaku: Ni
Jubaku: San
Monomi: Ni
Songs
Madrigal III
Massacre Elegy
March III
________________________________________________
________________________________________________
These are my personal requests. Again, thank you for giving us, the players this platform to voice our opinion directly to you.
Authority
08-16-2012, 02:13 PM
More Auction House space!
Ashido
08-16-2012, 02:13 PM
Allow Ranged jobs to Ranged Weapon Skill with out being engaged on a mob. Engage time on a mob reduces effectiveness of ranged weapon skill jobs.
Second Rant.
Make Paladin a tank again. Amp up its DPS because at this point in the game enmity is based on how much you do DPS wise vs Provoke/Flash/Sentinel/Curing .
Make Corsair Die change color on Auction house if you have the die .
As stated many times:
Macros need fixed.
We have been told for years that we can't be given more macro lines because of the possibility of players botting with them. With the majority of PC users utilizing the third-party Windower to give them unlimited macro lines, what difference does it make?? What SE is doing is essentially "keeping the guns out of the hands of law-abiding citizens; and allowing the criminals to keep them."
We need either user-defined "gear sets" to be swapable in one line, or more lines added to each macro to allow the swapping of every gear slot and the activation of an ability with the press of one macro button only.
I, and many other players, are tired of being punished with less efficient and effective game play mechanics because of either our choice to play by the rules and not use a third-party tool, or by nature of being on a console system that does not support the use of third-party tools.
Vijara
08-16-2012, 02:16 PM
My biggest pet peeve is the moogle storage slip system. I was wondering all the gear couldn't be stored on one slip then each different slip the first menu option. We usually have to shuffle through a few pages of gear to get out what we need anyways so this wouldn't be much different. Also it would prevent having to make multiple trades for accessories or empyrean +1/2 gear.
Another thing I would like to see is to be able to sell more than seven items on the auction house. Even if it was ten, it would help... Also anything that can be sold in a bazaar should be allowed to be sold on the auction house. Relic currency/Alexandrite/Forgotten Items are all examples. This would create an even market and help easy with lag in Jeuno because there would be no need for people to bazaar.
Thank you.
Ashido
08-16-2012, 02:19 PM
Any thing able to put in bazzar should be able to be put on auction house.
Sunrider
08-16-2012, 02:24 PM
I would like to thank you, Mr. Matsui, for the time you take in reading the players’ wishes. So much as choosing to undertake this task is very generous of spirit and unprecedented in all of the players’ interactions is the FFXI development staff. I apologize for the torture you will no doubt endure in reading a myriad of sometimes outlandish and even conflicting desires.
Many players have already shared their thoughts, and as it is an important matter to me, I would also like to share mine on the matter of Red Mage.
The blanket consensus calls the job “broken” and in need of “fixing.” While I agree, it’s important to properly delineate the specific problems and potential solutions.
Since the job’s introduction, it’s languished in a sort of mediocrity, which has resulted in an identity crisis and lack of acceptance in popular events. I feel this is the result of incomplete design. Red Mage is advertised as being a magic/melee hybrid, equally comfortable waging combat on the front lines as it is casting spells. However, the reality is far from that vision. Since XI’s beginning, Red Mage’s strong points have been far more apparent in it’s magic than it’s melee—rather, there has been a disproportionate focus on it’s magical powers as it’s melee floundered. This stems from a disproportionate allocation of magical equipment over melee, as well as a complete absence of melee-oriented abilities and traits.
Over time, Red Mage became increasingly popular for the signature spell Refresh, which became something of a double-edged sword; while Red Mage became accepted in parties for Refresh, in time that was all the job was known for, it’s other, physical and magical capabilities being sort of secondary. At the same time, Red Mage’s magical powers, which proved ideal for survival, grew exploited in solo of HNMs, which the development team later showed displeasure with.
As the game changed with the release of Treasures of Aht Urgan, Red Mage’s longevity in Convert/Refresh, which seemed ideal for staying standing for front line combat, became exploited for primary healing in experience parties, which compromised White Mage’s position. It was around this time that measures were put in place to curb solos capable by Red Mages, which stifled the usefulness of some of the class’s tools.
Again, the game changed, with the introduction of Fields/Grounds of Valor, Abyssea, and better tools for a caster’s longevity. This, combined with new monsters nigh-invulnerable to RDM’s highest rated skill (Enfeebling), a lack of balanced tools, and the inherent advantages of specialist classes, Red Mage was considered impractical for many popular events.
Meanwhile, the Red Mage player base at large has harbored feelings of anger and abandonment at what seems outright abandonment of our favorite class. At the best of time, additions for Red Mage seem no more than cheap afterthoughts; ideas tailored for other jobs, that just happened to benefit Red Mage. Over time the players have submitted a myriad of ideas for improvement of the class, only to see those ideas implemented on newer classes. It’s become a sour joke among players that any idea suggested for Red Mage will result in the introduction of a new job sporting that idea. It’s felt as if the development teams continues to punish Red Mage at large for the solos for which it became popular eight years ago, as if any addition to the job would unbalance it permanently.
Currently, the job suffers from an inability to express job identity, incomplete/imbalanced tools for said expression, and a lack of relevance in current popular events. Many players feel the solution lay in increasing Red Mage’s support capabilities, but I have to disagree with this vehemently. Red Mage is a class unique in it’s ability to take care of itself (and others on a small scale), and identifier that should be pursued more vigorously.
Physically, Red Mage suffers a woeful lack of combat capability. B skill in Sword and Dagger is adequate, what is inadequate is the woeful lack of weapon skill access, particularly on sword. Red Mage is denied even the magical Weapon Skills (Red Lotus Blade, Seraph Blade, Sanguine Blade), that it’s stats seem ideal for. The problem reverses at higher levels for daggers, where Red Mage has adequate Weapon Skill access, but less and less weapons available to them.
With regard to traits and abilities, Red Mage had none to speak of until Composure, which was only released a few years ago. The class could benefit from passive traits boosting it’s melee powers, such as Accuracy, Double Attack, and Subtle Blow. Indeed, as a class modeled after renaissance-era fencers, red Mage’s Parrying skill should be much better. The addition of such would not threaten the presence of more specialized combat classes, such as NIN or WAR. It felt like a slap in the face when the Fencing trait was introduced to WAR, BST, and even BRD, while RDM went without.
And avenue that feels largely ignored is sword enhancement magic, or En-spells. There is a pitiful lack of equipment enhancing or augmenting En-spell damage and accuracy, and, even though we Red Mage was the only class to have En-spell for several years, related stats are conspicuously absent on Red Mage’s job-specific equipment. Tier 2 En-spells have been considered a joke, their damage only activating on the main hand, excludes multi-hit weapons, and calculates per strike (as opposed to tier one, which calculate when cast) . It was something of an insult that Enlight and Endark were given to Paladin and Dark Knight at the exclusion of Red Mage. And now, it seems, Rune Fencer is set to appear with a sword enhancement focus, while Red Mage’s En-spell potential remains ignored.
Another issue is the availability of combat-oriented gear. In the past RDM has received a disproportionately small amount of melee gear compared to magical, limiting our frontline acceptance. Hybrid gear is largely shunned by the player base, mostly for its lackluster performance compared to more specialized equipment. In a game where macro usage invites equipment-hoarding, and inventory space fails to keep up with growing equipment options, I would like to see more, and more powerful, hybridized equipment become available, particularly for jobs with hybrid functions (such as Red Mage, Paladin, Blue Mage, and Dark Knight).
On the subject of hybridization, there are simply no foods that cater to both magical and melee activities; we’re only allowed to choose one or the other. In the future, it would be nice to see foods that accommodated both.
Magically, the most popular complaint is the irrelevance of enfeebling magic. Most recently, the immunobreak system offers nothing unique to distinguish Red Mage form other classes as worthy of event participation. I respect that enfeebling, by it’s nature, is difficult to adjust regarding major event monsters. However, it’s been discussed on the Red Mage forums that the class could benefit from much more specific enfeebles, such as spells hindering Accuracy, or Strength, or Vitality, on an individual basis. Spells I would personally like to see introduced to Red Mage are Plague and Confuse.
Enhancing magic skill suffers from being largely ornamental. Red Mage’s most popular spells are unaffected by our second highest skill. I would like to see Enhancing magic skill enhance spells such as Refresh, Regen, Haste, Aquaveil, and Blink. It should also effect both the damage and additional effect of Spikes spells.
A secondary issue is spell presence, progression, and utility. It makes no sense that Red Mage should receive Regen II in the level 80 range, the spell needs to be re-ordered to be accessible a few levels after White Mage gets it. And, as a class that can raise others, it doesn't make any sense that Red Mage has no Reraise. Please include at least one tier in the future. Third, it wouldn't compromise Black Mage if Red Mage got access to Warp, which is self-target only.
Finally, and perhaps most importantly, no improvement to Red Mage will matter unless there are more events that cater to it’s abilities. Events like Voidwatch are fast and intense, and don’t really lend to the slower, more steady style of Red Mage. A Red Mage in those events would simply have to inadequately fill in for a White or Black Mage, and nobody would ask the Red Mage to fill in when they could simply get one of those specialist classes. Events like Salvage rely on items to overcome Pathos, the Red Mage would be rendered impotent waiting in line for the items it needs behind needier, more specialized classes. Truly, Red Mage never stood out more than in events like Campaign and Besieged, which present strong, but not insurmountable foes and reward individual, non-linear action. Walk of Echoes has similar potential, but the difficulty and behavior of the monsters made it impossible to perform in anything but traditional party dynamics. Future events should be similar to Campaign or Besieged in their more unconventional, multitask-oriented, individual-friendly mechanics.
Thank you for your time.
Evviva
08-16-2012, 02:34 PM
I want Ballista Royale, or some sort of Ballista tournament. Thanks!
Babekeke
08-16-2012, 03:13 PM
Enmity NEEDS TO BE FIXED! There is no way for a job like PLD to tank, when so much enmity is accrued by a DD job during even a single weaponskill. Either PLD needs to be able to raise the enmity cap for itself, have a JA that will make the enemy lock hate onto itself for a period of time, or a way of reducing the enmity of all those around them (alliance-wide). Or just raise the enmity cap exponentially so that it can't be reached after just 30 seconds.
Remember to like this post if you agree!
Karbuncle
08-16-2012, 03:17 PM
Good morning everyone!
I’d like to share a message from Producer Akihiko Matsui:
ITS GO TIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIME.
1) Can we please Solidify Thief's Role in a Party outside of being a token Treasure Hunter Member? Here's some simple suggestions
http://forum.square-enix.com/ffxi/threads/13211-The-THF-Master-Suggestion-Thread-Compilation.-Read-Contribute!
Just a few things from early on. The Most popular consensus, Mine as well, Would be to solidify the job as either a focused Enmity Controller, With more freedom over Enmity, Or to Solidify it with a bit more Uniqueness, LIke the Bombs/Traps Suggestion.
We don't mind the Solidifying of the Enmity Aspect of the job, You can expand on this by giving us the Ability to Transfer Our Enmity to someone else, a reverse Collaberator/Accomplice. This would allow us to borrow from one member and give to another. An Ability to completely Remove a small portion of our Enmity would be nice too. Since Collaborater/Accomplice use would cause THF to get hate and Die after some time.
2) Could you make Summoner a bit more Useful in Content? like here:
http://forum.square-enix.com/ffxi/threads/20628-Request-Update-Summoner-Bloodpacts-To-be-more-useful-at-this-new-cap
This would be my top wish list, Increasing BP:Ward Potency, Base it on Skill or level, But I would really like if Summoner could get Stronger BP's, Ward and Rage. As for Rage, I would like if when you release T3 Merits for Jobs, If you do, To add 6 Physical BP's for the Avatars... Like... T1 Merit unlocks BP, Each Additional Merit increases the Physical Accuracy of the BP's by 10.
Some Examples:
Basically - Level 99 Physical BP's that deal maybe 1.5x On Average the 70/75 BPs. Leaving the 75 BP's still top of Magical BP's, but giving us new toys and abilities for Physically weak enemies.
3) Adventuring Fellow Armor!
Thats all I can think of off the top of my head.
Tamarsamar
08-16-2012, 03:32 PM
Re: Sunrider
I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain (http://ffxi.gamerescape.com/wiki/Ephemeron). Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.
I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).
If I were to design a set of Enspells III, they'd have the following properties:
-Damage calculated on cast instead of on hit
-Activates on only the first hit of each attack round
-Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
-I guess keep the lowered elemental resistance effect, too, as that's actually kind of cool
Valkrist
08-16-2012, 03:54 PM
First and foremost. Thank you for your time Producer Matsui. We the players enjoy playing the game, but it's human nature to always be asking for more. Unfortunately when humans are given everything they want, they grow tired of their previous possessions and become jaded about everything. One fear that has been whispered among the community since the introduction of the Abyssea add-ons was that Square-Enix was trying to break the game by giving us everything we want. What I sincerely hope is that whatever's taken from this thread to be something that'll help the game's integrity, complexity, and longevity.
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Game developers and game information to be more readily available without cryptic responses. For many years whenever a player had asked anyone part of the FFXI team, they would be given answers that generally said something along the lines of, "try for yourself and figure it out yourself." Only recently have things been more of a dialogue between players and the dev team. The player base would like things to be more transparent and have things explained in depth. FFXI's dev team has always been overly secretive and has caused nothing but grief. One notorious example would be the Absolute Virtue fight. Today no one still knows what's the "proper" way to defeat it. Spawning the Almighty Apkallu has still been is another example of players asking the dev team a direct question and players are left feeling completely ignored. Instead getting answers about AV or AA, they received a recipe to make a Cheese Sandwich.
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There're lots of things that the FFXI interface lack that would make the game more difficult to play than necessary.
-It's commonplace for games to show skill and magic recast timers on the macro bar with the skill/spell icon.
-It would also be nice if recast timers were shown without having the macro bars displayed would relieve clutter for the players that don't want to see the icon with the recast timer as well.
-The game lacks distance from target as well.
-Lack of access to maps aside from the main menu or typing /map.
-The ability to see what your target's targeting.
-Being able to have a secondary target without having to <st>. Having a new < > to act upon the secondary target.
Expand macroing abilities by adding new < > calls.
-Players want bigger macros because this game is all about gear swapping, but macros don't allow enough gear to be swapped with one key. Allow < > calls to other macro book pages. Players can then dedicate entire macros to gear swapping that can be called with one button press.
-Allow multiple equip macro < > calls within the same line.
Let players turn down or turn off the title screen's music.
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Emity needs addressing.
-Currently tank job classes can not generate enmity and damage at the same rate that damage dealing jobs can.
-Current ways to shed hate, or generate less enmity can not compete with the enmity gain from how much damage is done by damage dealers.
-Many battles no longer need a tank class. Fights are now all about zerging the monster down before either fanatic's drink, fool's drink, or Perfect Defense wear off. There is no need to have someone tank a monster anymore.
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Thief needs to move away from being purely an enmity shifter.
-Enmity shifting was rarely a job trait that the job was used for. THF was always brought to improve treasure drop rates.
-If THF's party role changes as it levels up, like DNC, it can not only become a more utilized job, but it can open up more enmity abilities for tank jobs.
Red mage is possibly the most under utilized job in the game at this point.
-There are current dev talk about increasing the RDM's enfeebling spell repitoire, but that would not solve the core problem. Currently enfeebling monsters is looked as a waste of time since monsters can be easily killed without being enfeebled.
-RDM's enhancing role is greatly overshadowed by BRD, COR, SCH and even SMN. Soon Geomancer will be released to be another job that is a party oriented buffer.
Paladin needs more tools to generate enmity that can not just compete with, but also hold a slight lead over damage dealing jobs.
-Cover is still an under-utilized skill. Making this skill act as a more active version of THF's Trick Attack as well would help "control" the enmity for a short while.
-Give PLDs a damage-over-time like spell that generates a significant amount of enmity. The spell doesn't necessarily needs to do damage. The spell's main purpose is to actually generate hate over a period of time as if the PLD is physically, or magically, attacking. This is to try to have their enmity-over-time can come closer to a damage dealer.
Dark Knight needs to either move away from a physical attacker that casts dark magic, or that dark magic for a DRK needs to be completely revamped.
-Casting spells greatly takes away from a DRK's damage-over-time. Unless DRK's casting time is almost non-existant, DRK will never have a reason to cast their current spells.
-DRK's enfeebling line is unique, but there is not enough incentive to cast it.
-Create dark magic spells that do only damage. A DRK's version of Holy for example.
Dragoon heavily relies on their wyvern now, but wyverns are always dead.
-Even with current pet commands, wyverns very commonly die in one or two hits. For something that needs to be at melee, they severely lack in their hit points, vitality and defense.
-Call Wyvern's recast time is far too long considering that wyverns tend to die within seconds of being summoned. With the twenty minute recast time, just meriting group one lower recast timer can never lower the recast enough.
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Reassess Relic weaponskills and aftermaths. The majority of relic weapons have weaponskills that are so lackluster, that the very first weaponskill learned with five skill points are more useful. The aftermath of some of these weapons are also lackluster that these weapon owners will never use the relic weaponskill for an aftermath. Compounding bad weaponskills with bad aftermaths make some of these relic weapons lose half of what makes these weapons very unique.
Relic weapons to be made for "new" jobs that were created after Chains of Promathia. Currently there are five jobs that don't have a Relic weapon. Currently every other job in the game are balanced so that they can choose to make one of three weapons to complement their gameplay. Also currently game developers are saying that they plan to have Geomancer and Rune Fencer to have their own equivalents to Relic, Mythic, and Emperium weapons. Yet these older five jobs have no currently announced works in progress.
Alexandrite costs to make a Mythic weapon is too difficult to obtain when compared to Relic and Emperium weapons. Right now there are multiple ways to gather alexandrite is true, but the quantity obtained is so little that making a Mythic weapon not appitizing at all. Currently Relic weapons can be made in as little time as two months if the currency is soloed. Emperium weapons can be made in just two weeks when soloed. Alexandrite for Mythic weapons have to be farmed in a group of three, and realistically could be obtained in three years if alexandrite isn't bought with gil. This is also not considering the need to do every Assault again and killing all the required notorious monsters.
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Adjust the current Assault scenarios to match 2013's FFXI's gameplay. Currently Assaults allow 50, 60, 70 cap, or no level cap restrictions. Add more level restrictions that also reward players for doing higher level assaults, like obtaining small amounts alexandrite from monsters and the lockbox. No level cap would offer more items like the normal potions and ??? items, but more sought after crafting items and alexandrite pouches.
Increase incentive to continue Voidwatch for players that have nothing to gain from earlier fights. Currently the only thing players gain from doing earlier fights is the chance to get very monster specific, tradable items for armor or weapons. Their drop rates aren't that high and it causes players to farm only a select few monsters. This causes players to always refuse helping out on the majority of the Voidwatch monsters.
Change the Union coffers act like Voidwatch Pyxis and increase rewards. Currently players are only participating in Campaign to build up Allied Notes to buy one or two pieces of equipment and then never touch Campaign again until something strikes their fancy. If the rewards of participating in Campaigns became worthwhile, then players would be more willing to continue to try to win zones and attempt at unlocking the burning circle.
Reassess spawn times and/or rewards of current and previous twenty-one hour notorious monsters. Monsters like King Vinegarroon for example has a rediculous spawn conditions and their rewards were never ever worth the time to find it or to kill it. Meteormauler Zhagtegg is a less known twenty-one hour respawn NM that drops an equally unknown pick. King Behemoth is now more available to players that didn't join linkshells that specialized in NMs like it, but their drops like defending ring is now less likely to be obtained to the players that did join those linkshells.
Chocobo Circuit has lately been blurry to whether or not they will or will not allow players to teleport to a town of their choosing. Originally the Chocobo Circuit only allowed players to go back to the town that their first entered the circuit from. Now there is the added option of going to any town after using a Rounsey Wand. The option to pay gil or chocobucks to get the same option as the Rounsey Wand would cause the Chocobo Circuit to receive a lot more traffic.
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The active item slots on a player needs to be increased. Currently players have up to 80 active item slots to work with and 160 item slots for on-player storage. Mage jobs for example carry a plethora of gear which is only growing with every major update. Players are currently left with the decision of either leaving some of their equipment in their mog house, or to be playing shuffle in the middle of battle with their mog satchel and sack.
The amount of items that can be left in the mog house needs to be increased. Claim slips and the porter moogle have helped alleviate the amount of items that the player needs to always have on hand, but it's nowhere close to being enough. New equipment is introduced with every other update that's unstorable through the means I mentioned above and they're often left to be stored on a second character. Unless the goal is to have the players nickeled and dimed to buy "mule" characters, the "main" character needs to be able to hold more.
Furniture needs to be no longer the factor to how much "storage" the mog house gains. Pieces of furniture that are placed into the /bank should be placed there solely because the players want their mog houses to be furnished with those pieces of furniture.
Finally make "storage" accessable outside of your home nation. Currently "storage" has always been the place to stick items that you want to keep, but have no immediate use for and can not send it to an alternate character. Since the "storage" can not be accessed easily, players tend to stick items into there to just fill up the space as well. Allowing storage to be accessed from any mog house causes players to have more usable space, and use their "storage" in better ways than it currently is.
An itemless way to hold linkshells. Currently linkpearls take up too much space for players that like being in multiple linkshells. Linkpearls are handled in a menu system like blue spells where the player can decide which pearl is worn. Shell and sack holders are able to create actual item pearls which can be distributed. Those pearls then can be used like spell scrolls and disappear from the player's inventory.
Add new synth recipies to make stacks of 12 crystals to become clusters. Players that craft a lot and stockpile crystals end up having multiple stacks of 12 crystals. If there was a way to make it so that these stacks become clusters would help out crafters a lot.
Salvation
08-16-2012, 04:24 PM
I would really like to see some new mage foods that are more than enmity, base stats (INT, MND), and MP. For example, fruit pies that have boosts to magic attack bonus, magic accuracy, or perhaps even fast cast.
Also I would like to see some of the games NPC menus become more streamlined. For instance, getting bonus attributes (Regen, Refresh, etc.) from a field guide requires re-initiating the conversation with the book for each effect. I would prefer a menu in which all attributes desired could be selected and purchased during one conversation. The Campaign battle NPCs are another prime example.
Cheryth
08-16-2012, 04:27 PM
RDM needs more Melee capability and/or more weaponskills when Composure is active! I also suggest revamping enspells during Composure to provide certain buffs depending on the element (For example, Enaero could boost evasion and AGI, Enfire could boost attack and STR, etc.) and perhaps adding a physical enspell that, rather than adding additional damage or stats, reduces your weapon delay and improves all weaponskill damage. I also think it would be cool if you gave RDM "red magic", spells that do more than one thing at a time! One example would be a spell that applies Paralyze, Slow, and Blind all at once! Requirements could include having all three spells, and a particular enfeebling magic skill level. Other examples could include elemental spells that induce an enfeebling effect on it's target (a Fire spell that inflicts Burn req. elemental magic skill x) or a Dia+Bio spell that gives an effect equal to both at once (req. divine magic and dark magic skill x). These could also require the use of a new Job Ability that cannot be used at the same time as Composure, in the same way Dark Arts and Light Arts function for a Scholar.
Another idea I have in mind involves PLD. PLD needs to get provoke on it's own, though I understand the balancing issues that come into play with that idea (Utsusemi ><) so another idea would be to grant PLD a Job Trait that allows them to occasionally retaliate after a blocked auto-attack.
My final ideas are to either abolish the requirement for assault tags for the old assaults (including Nyzul Isle) or to drastically increase the number of assault tags that can be saved up, starting at 3 and building up 1 per day up to 50 total. Lastly, cutting many old notorious monster respawn times to a reasonable level-- 20 minutes or something for NMs that generally take an hour to respawn perhaps?
I know I've said alot, so thank you very much for reading and taking these ideas into consideration ^^ You guys are awesome, keep up the great work! Have fun catchin' up, Producer Matsui!
Sunrider
08-16-2012, 04:56 PM
Re: Sunrider
I am in agreement with about 95% of what you say, but I do feel that Enspells II only applying on the first hit is actually a blessing in disguise, particularly in this day and age of powerful effects such as Haste Samba, or Additional Effect: TP Drain (http://ffxi.gamerescape.com/wiki/Ephemeron). Because (somewhat unfortunately, in my opinion) any serious front line Red Mage will be Dual Wielding, if you still want your pretty elemental damage effect (with lowered elemental resistance!), but don't want to gimp yourself by missing out on these effects (since Enspell will override them), you can very well have your cake and eat it too, thanks to the magic of Enspell II. All the better for Temper to compound these bonuses, too.
I will agree that damage calculated on each hit instead of on casting is a huge blunder, though, and particularly after what they did to fix Scholar's Accession-Enspell (which was more of an insult to Summoners than Red Mages, IMO).
If I were to design a set of Enspells III, they'd have the following properties:
-Damage calculated on cast instead of on hit
-Activates on only the first hit of each attack round
-Start at double Enspell damage, gradually increasing attack speed with each successive activation, eventually capping at, say, 10% magical Haste
-I guess keep the lowered elemental resistance effect, too, as that's actually kind of coolThe manner in which tier 2 En-spell damage is calculated makes it largely impractical, and thus they don't see much use anyways. So any Red Mage using En-spells are likely using tier 1, and overwriting/being overwritten by the Dancer's Sambas regardless.
If cooperating with a Dancer or Dancer sub is really that big a deal, I'd prefer to see Samba effects were reprogrammed, such that they co-exist with En-spell effects, rather than overwrite.
Teraniku
08-16-2012, 05:09 PM
Matsui-san,
These are the things I want:
1. A worldwide Channel in game specifically for forming Parties, completing mission content etc. Think of it as a linkshell where everyone on the server is automatically a member. This channel should and can be configured to be turned off or on through the configuration menus, so you can block it when you don't need it, or to keep lag down.
2. revisit Campaign to allow skill ups and to be able to upgrade the highest tier armor sets.
3. Story , story, story! Hope to see more wonderful stories. I want everyone on or past where I'm at to be able to help me, no more linking other content to keep everyone from helping each other like in Wings of the Goddess
4.I want the enmity system fixed, like a lot of people, it's a big joke anymore. There's no such thing as a tank in the game when everything is zerged unless you need that proc on some mob.
That's pretty much it for me for now.
deces
08-16-2012, 05:45 PM
Add new synth recipies to make stacks of 12 crystals to become clusters.[/B] Players that craft a lot and stockpile crystals end up having multiple stacks of 12 crystals. If there was a way to make it so that these stacks become clusters would help out crafters a lot.
I have always thought we should be able to trade 12 crystals to one of the 3 Crags and receive a cluster in return.
Rocketship
08-16-2012, 05:57 PM
I would love for the 6-person partying dynamic to once again be the main source of leveling! With Fields of Valor, Grounds of Valor, and Abyssea, the game no longer requires skill. It's too easy. Players are so focused on getting better gear, rather than learning how to play their job correctly. Personally, I think the minimum level to enter abyssea should be increased to 70~75, and Grounds of Valor and Fields of Valor should be heavily nerfed; perhaps back to the one page per/hour Fields of Valor initially had.
Also, many of the newer two-hour abilities descriptions were simply sub-par. Instead of adding new ones, why not add the ability to augment the existing ones upon reaching level 99?
Lastly, as I'm sure all of Square Enix has heard dozens of times, more jobs! I personally think Mime would be splendid, or many of the jobs available in other Final Fantasy games; specifically those from the Tactics series. Just my thoughts.
The best of luck to you!
Ellorion
08-16-2012, 06:00 PM
1. show last sold item list when you try to sell an item in the action house
2. get shield skills like parry /guard ( it's alot easier to "re"skill parry nowadays than shield )
3. add content /quests where you can choose if you wanna do it alone, lowman or alliance ( should also be doable alone )
4. more good quests / storyline ( i don't care about any reward, as long as the story is entertaining and doesn't involve in moving from a to b to a every 2 min, just to read a single textline )
5. i personally would love to see shield skill on blu ^^"
5.1 ( question ): why does pup have throwing skill and nothing to throw and blu has throwable items but no skill?
5.2 make it possible for pup to equip ammo while using the animator
6. h2h weapons with the option to use grips would be nice
7. spellsets for blu ( or at least something to prevent losing the current spellset when you use blu as subjob ( by accident )
8. newer jobs don't get relic weapons, maybe a relic puppet? ^^" ( or any sort of new puppets )
9. a pup attachment which priorizes trigger spells ( mage puppet ) in vw or abyssea
10. a reraise / resurrection dance for dnc would be handy
11. enhance the duration of spectral jig ( i know, that jig doesn't aggro mobs as magic spells do as an offtrade, but the mage spells last alo~t longer now )
that's it for now, hope at least 1 persons feels the same ^^"
Here is the things I want fixed or changed.
1.Crafting/Crafting Materials.
-Make most stack to 99.
-Allow Singles, 12 stacks, and 99 stacks to be sold on the ah.
-Revamp the guild to add more materials with higher rank in the craft.
-Make some materials more available.(Staghorn coral, Penelope cloth, etc.)
-Make a HQ on cloths, ingots, sheets, threads, and leathers result in more of them.
-Create a material bag to store only materials in.
-Add more guild items to improve skillups, HQs, and less material lose.
-Create Expert and higher guild point items.
2.Fishing
-Fix the whole fishing system.
3.Merits
-Allow all of the merit weaponskills to be merited.
-Add more misc merits like Haste, Cure potency, Waltz Potency, Accuracy, Attack, Ranged attack, Ranged Accuracy, Magic attack bonus, Magic Accuracy, Evasion, Magic Evasion, Magic Critical Hit, Critical Hit Damage, etc.
-Add new merit groups to improve weaponskill modifiers.
-Add Relic, Mythic, and Empyrean weapon specific merits.(After obtaining Lv.99 version.)
-Add new merits for spell enhancing.
4.Delivery Box
-Allow all items to be transfered between characters on the same account.
-Make all currency transferable through the delivery system.
5.Auction House
-Make new section for currencies to be sold on the auction house.
-Increase the range of items that are auction houseable.
6.Inventory
-Make new mog sacks/sachlets.
-Increase the inventory max to 160.
-Allow furniture to be stored in a separate slot for decorating.
7.Spells
-Add new job specific spells to jobs with magic.
Kristal
08-16-2012, 06:21 PM
What I want:
* A more defined role for RDM. Any uniqueness has been eroded away since the level cap was raised from 75 to 99, either through subjob RDM or giving other jobs formerly unique RDM spells. Devastating enfeebles, tier III enspells, increase staff skill from H to B+, native sword-staff dualwielding, anything crazy enough to give the job it's unique feel back.
* Upgrade PUP's Harlequin automaton. It's the first automaton you get, but it scales poorly compared to all other automatons. For example, give the Harlequin Head +1 rank in melee, ranged and magic at level 40+, make it attack with both hands like a monk (1 hit/hand), give it one or two unique weaponskills to set it apart from the mage frames with the same weaponskills, etc.
* Give players reasons NOT to level a job from 30 to 99 in a few hours just by leeching exp in abyssea.
Eksis
08-16-2012, 07:07 PM
Summoner has been my main job for years and I absolutely love it. However, there are some major limitations to it that I think are largely unnecessary.
The job is essentially a hybrid of spike damage and support. Because Summoner can do so many things, there are various ways in which the potency of any particular style is limited. This is understandable, of course, but I think it is done to an extent that makes us nearly worthless in either capacity in a group setting when compared to other jobs.
Damage
Summoner can put out some pretty impressive damage. However, only every 45 seconds (or up to 60 seconds if your equipment isn't fantastic). Between using the blood pacts, the damage of our avatars is insignificant. What I would want is an individual cool down for every blood pact, or at least a significantly reduced cool down for them.
The alternative would be some way to increase the damage of avatars while they are not using blood pacts. For example, an increased rate of double or triple attack, increased critical hit rate or just increased melee damage overall. Right now, Summoner's damage output is not substantial enough to be useful in a group setting when compared to Black Mage and other jobs. This isn't because our blood pacts aren't good enough, but because we can't use them often enough. To me, lowering the cool down would be fair because of the high MP cost of blood pacts and because we are already limited in that we have to release and re-summon avatars if we want to use a different element of damage or a different buff.
Support
There are various forms of support we have spread across all of the avatars. The problem here is that we are basically limited to using one or two at a time. If we want to give our party members Garuda's Hastega and also Fenrir's Ecliptic Howl, we have to summon, buff, release, summon, buff, release. This takes quite a bit of time and because of how much time it takes, we aren't able to do any sort of damage in between, so the versatility disappears, especially since other jobs can do the same things much faster. My solution for this would be to either significantly lower the casting time for avatars (to the point where the casting time is about the same as the elementals), or to make the buffs so substantial that they are worth the effort. The sad fact is that there are few things a Summoner can provide that other jobs can't. Perhaps Summoner buffs can be extended to an entire alliance instead of just one party, or perhaps Summoner's can have some sort of cure or buff that no other job has.
I wanted to mention Avatar's Favor here as well. Avatar's Favor had a lot of potential, but is also unnecessarily limited as far as I'm concerned. For example, the range on it is very limiting. If I want to use Diabolos's Favor to give refresh to the mages, I have to just let Diabolos sit there and do nothing. Plus, I can't switch avatars because then the effect will reset. I would suggest that Favor be a constant effect that doesn't require the use of the job ability to take effect. As a compromise, take away the decreased perpetuation and the decreased damage output that comes with Favor being active. I would also suggest that the "Aura" sort of effect come from the Summoner him or herself instead of the avatar, so that I could hypothetically put the buff wherever I want it to be.
The Summoner
The main problem for Summoner in every aspect is the unfortunate problem of only being able to have one Summon out at once, each with its own set of abilities. This obviously is necessary, and in many ways a very positive thing. However, to really make Summoner unique and more useful, there needs to be some way to get around this so that we can be more versatile. My idea is to give the Summoner itself, distinct from the Avatar, a bit of power too.
My fantasy, if you will, is that there would be a set of spells specifically for Summoner to be used in addition to the summons. Perhaps there could be spells that are less potent versions of Summon buffs. These would not stack with their corresponding avatar buffs but be overridden by them. Keep it from being overpowered by making it so that if you release an avatar, the effects wear off. Also make it so that you must have an avatar out in order to use them. There could also be restrictions based on the element of the avatar you have out. For example, say you make a spell that is a reduced version of Garuda's Hastega. If I have Shiva out, I can't use it because of the conflicting elements of wind and ice. This would force Summoner to be more tactical and strategic, while still enhancing their abilities and making them more versatile.
Specific examples:
-A spell that would give a single target Shiva's Frost Armor (Ice Spikes), as long as Ifrit isn't summoned.
-A spell that would be a single target version of Leviathan's Spring Water, provided that Ramuh is not summoned.
Each of these could be limited in various ways to prevent them from becoming overpowered. Perhaps the use of a spell would reset the blood pact timer, or perhaps every active buff from the Summoner can add to perpetuation cost. The overall purpose of this is to allow Summoners to provide the various buffs they have access to, but without having to constantly shuffle through avatars, which is very time consuming. However, there remains incentive to do so because of the increased benefits of the Avatar's versions of these effects.
This could apply for offensive abilities too. Perhaps, for example, if Shiva is out, the Summoner gains access to some ice-based debuffs or damage over time spells.
Non Summoner Related Stuff
Early level progression
Some of my best memories with Final Fantasy XI are the ones where I'm grinding in places like Yhoater Jungle and Quicksand Caves, places people never visit anymore for experience. I have embraced the Grounds of Valor method of leveling lower level jobs whole-heartedly. I think it makes the leveling experience much more fluid and fun because it's not so redundant and slow.
However, I feel there needs to be some incentive for people to explore some of these overlooked areas. One way could be to replace Fields of Valor entirely with Grounds of Valor. Put those books in every zone so that there is incentive to exp EVERYWHERE, not just in areas with Grounds of Valor.
Also, give players some reason to go to higher level areas to earn exp so that they can in turn learn how to play their jobs more effectively. The exp in Gusgen Mines is so great at every level that there is no reason to go anywhere else. The only thing newer players learn how to do now is kill the same skeleton over and over and over. Perhaps augment Level Sync slightly. Level Sync was ingenious when it first was released, but is now outdated in a game that doesn't revolve around moving from place to place to grind. I would suggest putting some sort of limit on how far down you can sync or greatly lowering experience at higher levels so that players can't stay in Gusgen mines forever.
However, the elephant in the room here is Abyssea. I am a huge fan of Abyssea and what it has done for the leveling process. However, I very much miss leveling up the old fashion way. Why can't there be a way to get experience as good as what you'd get in Abyssea, but in older areas that are closer to the players level so they can learn how to play the game and experience all of the beautiful locations FFXI has to offer? I also think that the minimum level for Abyssea should probably be raised so something like 50 or 60, since getting level 30 these days takes so little time.
I hope none of this is redundant. If you took the time to read all of this, thank you so much. I know that was a ton to read, and it means a lot that you take the time to read what your players and customers have to say. For the record, I have played since about 2005 and I am a huge fan of the game. I have played countless modern MMOs that don't hold a candle to FFXI as far as the community and atmosphere. Thank you for keeping this awesome game going for such a long time and continuing to improve it ten years later. =)
HFX7686
08-16-2012, 07:26 PM
Hello.
I'd like a separate Furniture inventory in my Mog House that's just for furniture items. This way I could decorate my Mog House with all the furniture I want and not worry about my inventory space. I've always wanted to decorate my Mog House.
I'd also like the auction house to release more selling slots than currently available. I think it would be good if there were an auction house quest line, like the Mog House Expansion quests, that let you increase by 3-4 slots each quest. I would sell a lot more low and medium level/priced stuff if I had more space to do so.
Economizer
08-16-2012, 07:35 PM
I'm sure there are more things I missed, but here you go.
So I did a lengthy list before, but I'd like to add more. As not to misrepresent the people liking the previous post with an edit, I'll post again (and if you haven't, read my previous post - the one quoted - and Like it if you like most of the things in it!).
This list is roughly sorted by importance, from greatest to least.
FFXI Books
Translate the FFXI Ultimania, release another Atlas, translate the various other FFXI books that have been produced over the years (some were in every FFXI language except English!), make an FFXI Cookbook.
Better Screenshots
Let us take screenshots without hiding the chat log in the new UI.
Copy/Paste in the New UI
Allow for us to Copy/Paste in the new UI so we can copy links and translate foreign languages more easily.
Red Mage and White Mage gear options
More access to heavier armors for Red Mage and White Mage. Both get some access to certain armors that usually go to melee jobs, like Holy Breastplate for White Mage, and a few nods to these again would be nice.
These two jobs aren't as strictly backline as Black Mage and Scholar, so it would be nice to see more gear options to reflect their hardiness compared to those jobs.
So please give Red Mage more access to light melee gear, and toss White Mage on a piece or two of specially made gear too. While you're at it, make Reverend Mail upgradable, or have something new based on it.
Float
It could either be a purely cosmetic spell that just makes characters hover (especially Tarutaru!) or it could be like an Anti-Gravity spell that increases Evasion. But make it make us Float in the air.
Mog Vault
Give us more space at home to store things, particularly so we can have more furniture (in conjunction with Increase Mog House Floorspace).
This could be done by giving us a Mog Vault, which would function much like the Mog Locker.
Increase Mog House Floorspace
Allow us to upgrade the space of our Mog Houses so we have more places to put Furniture.
Allow us to Change the Moghouse Carpet Texture
After ten years of looking at the same carpet gets old, especially since it is so low resolution compared to the rest of the house. Maybe this could be a furniture option (Clothcraft).
Confuse
A spell, like Paralyze, but when it takes effect, the mob hits itself. Give it to Red Mage.
Reflect
There has been discussion of this spell on the forums before. Keep working on it, and when it comes out give it to White Mage and Red Mage.
Aquaveil, Blink, and Stoneskin Scaling
Getting more then two shadows from Aquaveil or Blink by having higher Enhancing Magic would be great.
Please allow higher amounts of Enhancing Magic to scale Aquaveil, Blink, and Stoneskin higher, or consider higher tiers of these indispensable spells that scale with Enhancing Magic better.
Red Mage Merit Revamp and New Dia/Bio Spells
Change the Red Mage Dia/Bio merits to increase duration and effect of all Dia/Bio spells.
Then release higher tiers of Diaga for White Mage and Red Mage, higher tiers of Dia for Red Mage and White Mage, and higher tiers of Bio for Red Mage, Black Mage, and Dark Knight. Make sure Red Mage either keeps an advantage over the other classes with tiers, merits, or preferably, both.
Make Storage Accessible from other Mog Houses
Make a Way to Merge Stacks of 12 Crystals into a Cluster
Bringing a distilled water to an NPC with 12 crystals or something simple and very cheap would be ideal.
Make Curaga Spells Targetable on Monsters Too
White Mages could use more opportunities to nuke undead.
Increased Curaga Spell Radius
Curaga is a great spell line. A slightly increased spell radius would make it easier on White Mages to use these spells more often.
There are a few more things I can't currently articulate a fix to well, like Dagan (the Empyrean Club weapon skill), or can't think of right now, but this list is pretty long like my previous one.
ssj4gogeta0808
08-16-2012, 07:49 PM
i think that some spells and job abilites should be immune to paralyze. like the casting time on tier 1 anicent magic that still takes a very long time to cast even for a pimped out blm. An for some job abilities that like what 3 mins+ to recast. That spell or job ability could matter between winning and losing, and i know that happen to alot of ppl. I'm not sure if its possible but i would love to see something of the sort for players, especially for those that solo alot.
99 BLU/RDM
Ixander
08-16-2012, 07:56 PM
Thanks for showing the desire to hear directly from the player base like this, it's really appreciated.
Here are the things I'd like to see in the game.
1) More defined role for THF: Currently DNC outclasses THF in almost every way, there's almost no situation where you would want a THF that you wouldn't prefer a DNC. Whether it's soloing, or contributing to a party, the job of THF is basically reduced to a single job ability, Treasure Hunter. I'd like to see that change.
2) As many have said before, tank jobs are largely ineffective because damage dealing jobs can generate both damage and enmity more effectively than tanks, once the cap is reached, tanks serve no purpose. As a consequence many abilities on other jobs intended to support tank jobs, are largely useless as well.
3) Sense of progression: Many things in the game are random, requiring repeating actions for a chance at success. This leaves open the possibility of horrible luck for individual players, which can be a frustrating game experience. A guarantee that a goal will be achieved after some maximum number of repetitions provides a more satisfying game experience even if that number is high. One will never feel like ones time towards a goal has been wasted since there will always be progress made. This is somewhat similar to what is done in the new Nyzul Isle content, or even in Abyssea/Magian where instead of random gear drops, players collect items from monsters guaranteeing that they will have the gear they want after at most a set number of NM kills. The Inside the Belly quest and very rare drops would be good places to implement this.
4) Focus on casual play. Add more content that can be completed with 1-4 players like Abyssea. Don't have story content that requires more than 6 players to complete. Content like Dynamis, Limbus, Sea, Sky, and Einherjar had almost no story to them so if you could never join a large linkshell to complete the content, you don't feel like you're missing out on a part of the game. Voidwatch has story content difficult to access for casual players since there's no motivation for players to repeat earlier missions.
5) Inventory: New items introduced into the game outpace new storage solutions. We need more space for stuff or different mechanisms for storing it. Also, I cannot decorate my moghouse the way I'd like because the benefits of moghancements and elemental auras are too good to pass up, and any item of furniture I add, takes up a valuable slot of mogsafe storage
6) Ease of transportation: A lot has been done to improve this area, but getting around is still annoying. Kupopowers Ease of exploration, and swift shoes should be permanent parts of the game. After reaching a certain level, moving around the game world should not be an obstacle or inconvenience for players.
ssj4gogeta0808
08-16-2012, 07:57 PM
all i want is for some spells that take long to cast and recast to be immune to paralyze and i also want that for job abilities to. spells like ancient teir 1 magic and some job abilities that takes 3+ mins to recast.
ssj4gogeta0808
08-16-2012, 08:12 PM
and blue needs better weapon combat skills cause any uber blue can solo alot of mobs but we can really only proc wit sword and club while other dd jobs have access to many red or blue procs. and if i sub war then i cant effective solo nm's. Considering blue can effective do the basics of most jobs u would think it was more skilled in weapons.
Make the moogle storage slips into permanent key items like the original AF/relic storage NPC has. Even if you have to charge us a fee to exchange our slips for the key items, I'd be happy with that. I'd gladly pay upwards of 50,000 gil per slip just to get my 10 or so inventory spaces back. Or just charge us 100 gil every time we remove a piece from the moogle for the rest of time. Our inventory space is far more precious than gil. Pretty please?
Also, would it REALLY break the game if we were allowed to place lesser R/E Voidwatch drops into the loot pool if we already have them? Not the glowy weapons and bodies since those are already under the cell system... just the accessories like Ganesha's Mask and Strendu Ring and such. It really sucks doing 30+ Hahava's in a row with the same people and while I've thrown away 5 masks, some poor MNK in the group who really wants one hasn't gotten it yet. Some people have really bad luck with the random number generator. It gets to a point where they just don't want to go anymore and face another 2+ hours of disappointment while their friends get the drop they want and are forced to trash them, multiple times.
I also vote to lower the number of heavy metal plates required for the 90-95 Empyrean trial. 500-750 is an acceptable number to me. If you can't do that then make them more accessible. Most people would rather go make a new relic weapon for less than the price of 1500 HMPs and the price will just keep going up as Voidwatch becomes less popular. Single plates from city T4s would be a very welcome addition. Add pouches to Jeuno T6s, though maybe not Ig-Alima and Botulus Rex since they have Riftdross/cinder. Singles from Tav/Aht Urhgan T1s would be cool too since people rarely seem to do them but once for the clear. Maybe even throw some single plates on that useless mystery box Goblin while you're at it, dial 5 only, with a decent drop rate so that we may see one plate a week if we're actively trading in coffer keys or testimonies for the extra 10 points a day.
As for Neo-Nyzul Isle, I think it would be appropriate to remove the order lamp floors at the very least. I know you all meant for floor 100 gear to be rare and take people a few months to complete one set. Thanks to the rampant use of third party tools, there's floor 100 gear everywhere and many people are sitting on 15/15 and profiting off of selling 100 floor wins to people who can't or won't cheat for 10mil+ per run. Since the cheating player base has already soiled the "rare" feeling of the gear, why not just make it more accessible to everyone. I assume at least some of the Neo-Salvage gear will outclass some of the floor 100 gear anyway in the near future. I know it's still very possible to reach floor 100 without cheating at a very low rate of success if luck is on our side, but all of the people who cheated to cap out on the gear fast have kind of worn off the novelty of the event for the rest of us. Events where you need to rely on luck so heavily are not a whole lot of fun. Everyone who's done it knows the order lamps are the biggest time killer and will make or break your run. Either give us the hints when we check them or get rid of them completely and I think we'd all be very pleased with you. I don't personally even want to step foot in Neo-Nyzul anymore because although I know I play with some well geared and well skilled players, we're probably not going to be hitting 100 without .dat swaps and fillmode and some form of voice chat, and nobody wants to set the floor stopper to 80 and then try to win that every day for a month just to trade for 1 piece of 100 gear.
I'm by no means asking to have the game served to us on a silver platter. These are just some of the things that have made the game a lot less fun for me lately and it's hard to want to keep trying certain content when it feels like no progress is being made. I'd rather go sit in Abyssea and farm up every single Empyrean weapon than spam the same VW NM 300+ times with nothing to show for it but logs and ores. Unless I can trade in those 300 logs and ores for the drop I want, then we might have a deal. There just needs to be some light at the end of the tunnel to keep us going.
Thank you for taking the time to hear us. I have a few things that I personally would really love to see.
1) Wings of the Godess: Campaign Battle
I'd love for a new Batallion of Allied Forces to be introduced that specialize in the defense of their Home Nation or the offense/defense of Northernland Campaign Battles to increase the rate of battles that take place there.
I'd also love to see Tavnazia Campaign Battles finally within the system. Was one thing I was looking forward to the most upon Wing of the Godess' release.
2) Ballista
One thing I've become attached to since my early days of FINAL FANTASY XI has been Ballista, by far one of the funnest things I've ever participated in. However, now it's just a thing of the past. I'd LOVE to see this rise back up and be something again. To test our teamwork, abilities against other players has always been a fun way to spend time on FINAL FANTASY XI.
Perhaps remove the Ballista Point cap, enable purchase of Voiddust/Cells, etc. with them or even Ballista gear would be great for people that love PvP more than anything else. Of course a new Storage Slip to hold the goodies. Also can we introduce new Ballista locations? I'd love to do Ballista Official Matches in Xarcabard or even Altepa Desert!
Increase the Experience yeild, remove the participation fees but still have gil rewards aswell. Fix the Mid-Entry for Brenner and the /search engine for Diorama/Brenner.
Can we have some sort of Ballista Royale event once a year?! I was never able to participate in the first and only Ballista Royale back when I started and was sad that there would never be another. Would love to see these take place again~!
3) HNM/Kings: Rare Drops/Long Repops
So at this point any HNM, etc. still wandering the world of Vana'diel...really have no purpose anymore besides Titles or Towngear for Collectors. Can we expect a method to upgrade their drops via Magian Trials or something? Also looking to see if possibly can the 48~72Hour respawn be reduced if no expectations for being able to upgrade their gear.
One very upsetting thing that came to pass in my opinion with the implement to the HNM of old: Fafnir, Nidhogg, Adamantoise, Aspidochelone, Behemoth and King Behemoth, was that more-so the rarity of Defending ring pretty much increased 10-fold. Can we expect a way to get this aside from spending millions of gil on pops/seals/weeks of our time?
4) Adventuring Fellows and their lack of intelligence
Although they can be extremely useful at times...they really need a better AI system. They senselessly spam spells such as Paralyze if something is completely resistant, or even Slow, over a Haste or Cure...aswell as using a Cure instead of Stona, etc.. Are there any current plans to fix this atm? If not, this is another thing I'd love to see worked on.
Also would love to see a new line of armoring to give them, perhaps weapons too! Wouldn't mind seeing them in Relic Armor of my choice etc. lol.
Well I think my list could go on...but really at the moment, this is what I, myself would love to see.
Thank you very much for your time and hearing us out again!
Etrigan
08-16-2012, 09:22 PM
Hello Mr. Producer,
I would like to start off by saying thank you for reaching out to us to know what we would like to see from our favorite game.
COR
Please Add at least one to two additional Quick Draw Charges (scaled by level similar to SCH Strategem Charges)
Please Add more bullets with different additional effects (why should Crossbow THF and RNG get all the fun stuff)
An Extra Roll without having to waste my 2hr would be nice (regarding upcoming Job Abilities)
PUP
More attachments
More space for Attachments on the active Grid
Saved Attachment Sets (for quick frame changes)
A new Frame or at least a new head for a change of how the torsos react.
Please add some of the other attachments to different BCNMs or some other form of acquisition.
BLU
Saved Spell Sets (see Attachment Sets)
More Spells (Of Course) *I personally would love to see Mighty Guard
Weapon Related
Final Heaven with 99 Spharai still does absolutely terrible damage
Neo-Nyzul does not drop nearly enough Alexandrite to accommodate everyone attempting to create a relic (perhaps increase the drop rate here and in Neo-Salvage?)
Battles
I understand that you want people to keep doing Voidwatch so that things such as Heavy Metal Plates and Riftdross and Riftcinder are still attainable for those that choose to take their Empyrean weapons to 99, however the drop rates on many other items are absolutely abysmal. I have been doing Pil and Akvan since a week or so after they came out, and still have yet to obtain Omphalos Bullet or Toci's Harness, I would like to see an increase in the drop rates of items such as this.
General System
More Inventory Space, Many jobs (such as COR and SCH) take up so much space with the different gear sets that we need to carry around, it becomes difficult to figure out what to keep in our sack or satchel so we have room for drops.
Thank you for taking the time to read these posts and I hope you take many of the things written into consideration, I would have more to write but I have yet to wake up. Time to start brewing some Aht Urgan Imperial Coffee!
ZeroLucidity
08-16-2012, 09:25 PM
I think a lot of will agree that updating the graphics engine would draw a large crowd into FFXI. With the new UI coming up, that is a good start in the right direction. UI clunkiness is also a huge down fall along with spell freezes when spells are casted on you and you frozen in place ( aka cure lock ). FFXI is beautiful with registry hack of 2048x2048background resolution but it needs more.
Rakshaka
08-16-2012, 09:27 PM
Here's a list of current summoner job issues taken from my post on the summoner forums. I'd like it if the developers could take a look at this list, and fix what they can, or at least let us know what things will/won't be fixed.
Avatars and Spirits:
The Assault command has no effect if your pet is too far away from you
The range of the Assault command (from the summoner to the target) varies by the model scale of the target.
Example:
The assault range on Black Shuck in the Tier 10 Assault "Better than one" is so short that you can get hit by Gates of Hades while at maximum assaulting range.
The assault range on Cerberus in mount zhayolm is so large that at maximum assault range you won't be hit by Gates of Hades.
Black Shuck's model size is much smaller than Cerberus'.
Sometimes when your pet is dead, you will not be able to summon another pet. During this time you get a system message stating that you already have a pet. This issue may be caused by the pet dying from a DoT effect.
Pets can glitch and ignore retreat commands. They will retreat for one second and then resume hitting the target, even if the target is attacking the pet and not the summoner
There are no log messages provided when avatar-generated buffs wear off of of avatars or other party members
Spirit Assumptions:
The spirit comments listed here are all assuming that the old rules of spirit spells still apply:
Spirits don't gain access to self-buff spells (stoneskin, aquaveil, enspells, etc)
Spirits don't gain access to elemental aoe spells
Spirits don't gain access to merited spells
Spirits do gain access to enfeebling/divine/elemental/dark/healing(cure and curaga)/enhancing(regen, protect, shell) magic spells at the minimum level that any other job can learn it.
Spirits:
There are two animations for elemental siphon; the first animation shows MP coming out of a target, the second shows MP going into the target. The first animation currently targets the caster when it should be targeting the elemental.
Using the Assault ability with a spirit sets their timer to max recast.
Spirit spellcasting is easily interrupted. Almost any attack will interrupt them.
Spirit spells are resisted very often. This coincides with the previous issue; they both may be caused by the spirits having a very low magic skill level.
A spirit will re-apply shock, burn etc. even if the monster has it already. This may be because potency of the enfeeble is reduced over time. Either that, or the elemental doesn't check if the monster has the debuff already.
Fire Spirit does not learn Addle
Earth Spirit does not learn Break
Light spirit does not learn Regen 2, 3, 4 or 5
Light spirit does not learn Cure 6
Light spirit does not learn Repose
Light Spirit learns Banish 4 before WHM or PLD.
Dark Spirit does not learn Drain 2 or Aspir 2
Dark spirit does not learn Absorb-ACC, or Absorb-TP
Dark Spirit knows stun even though Stun is of the lightning element
Light spirit can only cast on targets that it's facing. Light spirit does not have a face which makes this difficult
Light spirit behaves differently in Full Moon Fountain. It's able to cast on anyone, no matter which way it's facing, and it's unable to move while casting. (This probably isn't important enough to fix, but thought I'd add it for some cool trivia)
Avatars:
Avatars fail to perform self-targeted blood pacts if their auto-attack target dies
The maximum Blood Pact reduction cap is 15 seconds (25%). This is by far, the strictest cap on increased cooldown/damage potential in the game. The cap for spell recast reduction is 50%. The cap for melee swing time reduction (gear haste/spell haste/JA haste) is 80%. This allows all other jobs to increase their damage output by a much greater margin than summoners can.
Every hit of an avatar's multihit bloodpact will give them full TP for each hit (9-10% TP).
Diabolos loses all his TP with any Blood Pact used (even Ward) when his only TP based BP is Night Terror.
The potency of Diabolos' Noctoshield is the same now as it was at level 75. This means that comparitively it's becoming weaker as we gain more levels. Are there any plans to rectify this by scaling Noctoshield's potency past level 75? (It does scale by level before level 75).
Thunderspark's range from the avatar to the target is larger than the AOE radius of Thunderspark. This also applies to Ultimate Terror.
The Blood Pacts Thunderspark, Lunar Roar, Sleepga, Nightmare, Ultimate Terror, and Slowga have a smaller AOE range than ~ga spells.
Garuda's Aero 2 Blood Pact uses the animation of Aeroga 2
Shiva's Sleepga has the potency of Sleepga 2 (1:30), but has the same tier as Sleep/Sleepga 1. (It can't overwrite Sleep/Sleepga 1)
Carbuncle's Holy Mist animation is the same as Holy 2
Carbuncle and Fenrir are not resistant to their respective elements
No log messages are produced when Lunar Roar removes buffs from enemies.
No log messages are produced when avatar-generated buffs wear off of avatars and party members.
No log messages are produced when avatar-generated enfeebles wear off of enemies.
The extended magic aggro range because of weather is still present in the protocrystals. Meaning, the avatars within the protocrystals will aggro you if you cast magic at twice the normal magic aggro range. This effect of weather was removed from the rest of the zones in the game previously.
Ayjis
08-16-2012, 09:29 PM
I've gone through half the thread and liked comments that have the same thing but I will also make a post:
More 6-man content.
I am having the most fun when with my close friends, instead of being thrust into an alliance of strangers that tends to be really frustrating.
Abithra
08-16-2012, 09:44 PM
In the game:
- More macro lines.
- More 6 man events that have great gear but also difficult. Not just standard current Battlefields (BCNM, KCNM, etc.) but smaller "dungeons" (maybe Meeble stuff is what I am after but haven't tried that yet so please forgive me!)
- Achievements. No, not Xbox 360 ones, but ones like FFXIV for killing 10,000 monsters, killing an NM, etc. (not sure if you can put it on the old system architecture but would be an awesome little sidequest I guess you can call it)
- Improved harvesting/mining system that makes it more enjoyable then just finding a spot and pressing "Mine" etc. Give it a kind of story with AF and new interface or something.
- Re-texturing of some zones to make them look better would be great (the jungle near the entrance to Ifrits Cauldron for example is awful now).
- Let us sit on chairs and lay on beds
Official Site:
- I want a Lodestone style official site, I know there is the FanZone but it feels out of the way.
- Another FFXIV feature, a Letter from the Producer would be lovely to see what your planning, etc. Just feels more close like Yoshi-P.
xbobx
08-16-2012, 10:13 PM
Allow to backtrack a WOE weapon. That way I can start building a WOE weapon and get my new weaponskill, but during that time I can gather items for emp. Since in a perfect world, emp should take much longer, I can gather those over the next year or two as a casual player and once gathered I can backtrack the trials of my WOE weapon and take the emp path.
Having to redo the NMs to build a second weapon would make me give up.
forgot about this.
Make all consumables that are synergy only be able to be crafted using synthesis. It kills the availability of ammo along with the price. I leveled wood, alchemy, bone and smith to make my own ammo, then comes level cap raise and synergy and all that time went right out the window.
RagingAvatar
08-16-2012, 10:19 PM
In general, I think that the game needs to do better at describing systems, presenting that information and also having smoother questlines with less guess work.
I don't want to have to resort to a wiki to know where in Vana'diel I need to go to solve something simple.
I very much enjoy the content and battles in this game but there is so much extra stuff that you end up having to read wiki sites for to know how to progress.
I'd like to see a good introduction to Final Fantasy XI section on the website that explains the core systems like Final Fantasy XIV's site does.
Also, when events occur the FFXIV site seems to communicate them very well - what they are, what you'll get, where it takes place - we need this too.
Thank you Matsui-san, you have our support!
erish
08-16-2012, 10:19 PM
Hey
1.) Talk to us, If its on the forums or through GM's or customer support, we have to go through so many hoops just to find out basica information its not even funny. This includes payment problems i mean banning people for just having payment problems is not good in any shape or form.
2.) I want to be able to change all of my gear by pressing 1 macro not skipping through 4 just to cast paralyze on a mob.
3.) Content that doesnt require either Perfect defence or chainspell zergs.
4.) Give me a race change option, take my money damn it.
5.) Support Xbox controllers fully please.
6.) Arise and Meteor, drops rates need to be boosted ( this is bad gameplay design that i have to rely on a drop for a spell that should be able to be purchased wether by some limbus or einjhar type system or just from an ah ).
Smokenttp
08-16-2012, 10:54 PM
I have made a separated post for the ideas starting at page 25 :http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years%21?p=353708&viewfull=1#post353708
please vote on those what you liked about here and what you didnt
Well decided to post some ideias i got over the years that might help.
1- Re add level cap to missions but make a questable item that can lift the cap, reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.
you would need to make a "quest" in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)
i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.
2- Add an exp bonus on level sync based on the level diference between the synced player and you (this mostly because you as a lvl 75 player synced to a lvl 10 party to help a friend dont feel progression at all mostly ppl get around 8 levels before you actually get one single level, this tends to make people avoid going back to help friends).
3- Nerf aliance exp (outside abyssea, gets a penality on gov/fov for being in an alliance, but please dont touch it in any other way).altough i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique
4- make abyssea 70-75+ entrace (to make old content relevant again).again i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique
5- enmity system needs some atention to make tanks relevant again
6- re evaluate the following jobs taking in consideration low and mid level play as well (abilities that make a turning point in the job role should be put in these levels think of it like the diference curing waltz make to dnc or how bludgeon affects blue mage):
DRK-(either make its magic more potent or abandon it for melee damage dealing, one way to make its magic relevant is allowing its elemental magic to participate in skill chains (i know scholar got this but it just makes more sense on drk)
THF-(needs to be able to either deal more damage or become a true tank job)
SMN-(altough on high levels its not an issue anymore on lower and mid levels perpetuation costs are still troblesome i would like some abilities to help on this , as well as a bit more control on spirits and buffs to both its blood pacts wards effects and rage damage)
NIN-( needs more tools of enmity control)
RDM-(needs a buff in enfeenbling magic area making possible to stick debuffs on nms is a good start but it also needs some exclusive debuffs as well)
DRG-(wyvern needs to last longer/be called more frequently)
7- make shield usefull on jobs outside PLD (this would defenetly help bringing more tanks to the game even situational ones)
8- make assault minimum entrace 1 player (for higher level player , can be a quested thing) and maybe allow more tags to be holden
9- less luck based events and more effort based ones
those are just some ideias i had over the time to help making the old come back but better and while still having the new going , i know some people will not agree with all of it but still i think that would be benefical for the game, not for nostalgia part but to make new players able to experience how the game truly was ment to be while not being as hard as it was in the past. People will not mind working for something as long as they get rewarded (with something worth their efort) for it.
now for some more personal requests (most of those where already asked by other people but i will just put here anyway)
1- more inventory space
2- more macro lines or ways to equip all my gear easily
3- show the recast time of ja/ duration of buffs in the screen
4- show party/alliance members tp
5- give more attention to the comunity ideias even if they sometimes are not possible at least an more elaborated anwser on why it isnt should seattle the things down ( you dont need to fully explain on why sistem-wise an ideia is not possible or if its a metter of time/lack of avaliable people to work on it , but if thats the reason give at least a little feedback to us and in some cases ask us if we want you to change focus on some development areas to other that we might think that are more urgent, i mean most people gets angry when devs sundenly decides that adding song bells is more important to fix then a major flaw in the game system)
6-make more 99 versions "old battlefields " i would love to see lvl 99 sky with powered up sky gear(exemple you fight lvl 75 genbu and get apop item to lvl 99 genbu with lvl 99 version of its drops), do these for wyverns , toau kings, znm etc, and also to low level events like garrison,eco warrior. make then relevant again
Vandheer
08-16-2012, 11:06 PM
Just wanted to add a little bit more to this thread. :)
Keep talking with us Mr. Producer! We love it! Your posts are personable and evoke threads like this one.
Thank you again to whoever read this and remember to like if you agree. :D
tyrantsyn
08-16-2012, 11:19 PM
Currently RDM is not useful for any event. As a job it provides nothing that can not be better provides by a White Mage, Black Mage or Scholar. Scholar specifically is superior to Red Mage in alliance support due to Embrava and Scholar's abilities and spells. The Red Mage community has asked for many different things to be done, and while obviously not all should be implemented something needs to be done for that job.
Blue Magic reset timers or Proc spells need adjusting in Void Watch. Currently the Blue Magic selection is so large that it requires Blue Mages to constantly reset their spells. With the 60s lock out timer in place it makes Blue Magic a liability. The community has asked that either the lock out timer be reduced or the number of Blue Magic Procs in Voidwatch be reduced.
I'm sure we'll think of something more to ask about.
Have a good day ^^
----------------------------------------------------------------------------
On Red Mage, I've looked over the forum and got a good idea on where people tend to agree. I'll break it into three sections each dealing with a different part of the job.
#1 Party Support / Healing (White Magic Section)
The Cure IV update enabled Red Mages to become healers but that is not enough to earn a position as a support character. Red Mages lack party wide support spells, namely buffs, to this effect Red Mage tends to be completely left out from groups. Red Mage should be allowed to cause party wide area of effect support spells similar to the other support jobs. Create Hastega and give it to Red Mage, White Mage and allow Scholar to Accession Haste spell. Allow Red Mage to give everyone in the party their current self-cast spells, sharing these powerful buffs would go a long way to establishing Red Mage as a viable support job. Currently Spontaneity is a useless ability due to it's 10 minute recast timer. Could the developers look into changing it to 5 minutes.
#2 Magic Damage / Enfeeble (Black Magic Section)
Red Mages magic damage is fine where it is at. What isn't fine is the extremely limited selection of useful enfeebles. To make this worse, everything Red Mage can do was also given to White Mage or Black Mage, this makes bringing one of those other jobs more preferable to Red Mage. I have frequently recommended making a line of spells for Red Mage that reduce a monsters stats directly such as Reduce-INT, Reduce-STR, Reduce-Attack and so forth.
#3 Melee Damage (Warrior Section)
Red Mages melee capabilities are in a very bad place. Though there has been some progress made, in general it's only useful in soloing weak monsters. Red Mages do not believe they should be as powerful as the dedicated physical damage jobs, they would like instead to be somewhat useful to 6 member party or smaller groups. To this effect could the developers allow Red Mages access to the (WAR/BLU/PLD/DRK) Sword weaponskills of Red Lotus Blade, Seraph Blade, Vorpal Blade, and most importantly Sanguine Blade. Could the developers also look to adding Red Mage onto more melee orientated gear, the upcoming Salvage Gear update might be a good time to do this. Something else that would be a good option would be a Spell Blade Job Ability that consumed the Red Mages current enspell effect and turned it into damage and / or enfeebling effect. This would be a charge based system similar to how Corsair use's Quick Draw.
I apologize if this seems to be a big list. Much of this is a result of years of neglect from the developers, it piled up and up until it's become a mountain of requirements. The most important part is updating Red Mage such that it becomes a valuable party support job. The melee additions are of a lower priority though still needed.
Thank you and the Community Reps for their time in both translating this and you reading this.
V/R
Saevel
I originally had put a like to this before you edited it and added all that extra stuff, after rereading it I remove my like. There's a lot here we've already been over a million times and already have the answer too. On top of it we are a community, and when you use the word "I" you take away from the rest of us and just make it all about what you want. This isn't an attack on you, i'm just expression my opinion. And how I feel about your edit.
GUI enhancements:
- option to increase clipping pane to infinity (it's really strange to miss something as big as crag of dem just because you are not close enough) on appropiate hardware, this is annoying me since 2004....
Synth player interaction
Often people shout for players with a certain crafting skill. How about to install a synth manufactory in the major cities?
a) A "client" player deploys the necessary ingredients at the synth manufactory, selects a skill requirement (at least the skill requirements to execute the synth at all) and deposits a reward as well as a small fee.
b) A player willing to synth (agent) can browse the "orders" suiting his abilities (skill requirements selected by the client) and decide to try the synth for a small "manufacture fee" (e.g. dependent on the recipe level and player skill / required skill ratio). The agent has to bring his own crystals. :-)
c) The selected synth is executed by the agent player (the ingredients stay with the synth manufactory)
d) If the synth fails, no fee is reimbursed. The agent lost his crystal (and reputation ;-). The client player can re-collect the reward gil and the remnants of the ingredients (if any) from the manufactory. Everybody is sad. ;-p
d) If the synth succeedes, the result of the synth is kept by the manufactory and can be collected by the client. The fee for the agent is reimbursed and a reward is approved depending on the result (e.g. receipes yielding only NQ results always pay out 100% of the reward, while recipes with HQ3 will disburse 10% for NQ, 40% for HQ1, 80% for HQ2, 100% for HQ3 for example)
Example:
Player A wants to a "Noble's Tunic", which is a Clothcraft 87 Adept recipe, but lacks the required skill, let's say by... 87. So he walks to the synth manufacture, deploys 2 x Gold Thread, 2 x Velvet Cloth, 1 x Rainbow Cloth, 1 x Shining Cloth, 1 x Silk Cloth, 1 x Silver Thread, selects 95 as minimum skill and a reward of 30000gil. Since it is an "Adept" synth, the fee is 900gil (Amateur would be 100gil) plus 1000gil for each level the required skill is selected above the cap level. In this case the fee is 8900gil. On the other hand each selected level below the cap skill could decrease the fee by 100gil.
Player B with Clothcraft 100 browses the synth manufacture and finds the order of Player A. Player B decides to give it a shot and so she also pays 900gil fee and an earth crystal. The synth is a huge success! HQ Aristocrat's coat! Since the recipe only yields NQ or HQ the reward split is e.g. 30% for NQ and 100% for HQ. Player B get's 30900gil (fee & full reward).
Somewhat later Player A collects his Aristocrat's coat from the manufacture.
Prothscar
08-16-2012, 11:42 PM
I'm not sure how in depth you want these suggestions to be, so I'll be as brief as I can be.
#1: Rebalancing of One Handed Weapons (As Compared to Two Handed Weapons)
Currently, two handed weapons enjoy a rather large benefit over one handed weapons. They gain a fairly significant attack and accuracy bonus from STR and DEX, just for being two handed weapons, and also sport a higher tolerance to monster defense and level. While this was somewhat of an adequate solution to "balancing" the weapon categories at level 75, player equipment and job progression has changed considerably since then. Currently, at level 99 with level 99 equipment, job abilities, and job traits, this advantage for two handed weapons is unnecessary. It serves only to limit the number of jobs that are able to effectively and efficiently engage in higher end, and in most cases middle tier, content due to artificially limiting their damage output.
I would put forth the motion to abolish these advantages, i.e., have two handed weapons and one handed weapons gain the same attack and accuracy that two handed weapons currently gain from STR and DEX, and also, increase one handed weapon attack caps (currently, two handed weapons cap at 2.25 times attack over defense, while one handers cap at only two times) and other caps (two handed weapon pDIF randomizer capping at 2.625 while one handed weapons cap at just 2.375). Removal of these natural benefits for two handed weapons would elevate one handed weapon user's positions in ability to deal damage, however it would not cause them to overpower two handed weapon users. It would not cause one handed weapon jobs to be more desirable, indeed probably not even as desirable as two handed jobs, but it would be a start. One handed jobs serving only niche purposes that have absolutely no place in the current FFXI landscape is unacceptable, allowing them to potentially deal elevated damage on higher end content with lots of buffs would be dandy.
Now for some smaller, more personal concerns.
#2: Weaponskill Merit Cap
Come on now, this is sorta unnecessary, don't you agree? Why can we only merit three weaponskills? I'm not going to ask for them all, (even though I see no reason why letting us merit every one of the weaponskills, if we so desire, and decide to put in the time is a horrible, unbalanced thing), but I do feel strongly that the cap for this merit category should be raised. Allowing us five to seven of these weaponskills would be adequate for most, I'd think, but limiting us to only three puts a severe damper on a majority of the playerbase.
Merits do not typically serve your original idea of "player diversity". No, instead, they bottleneck the players into choosing certain merits that actually have some effect on performance due to limited ability to spend merits, and in the case of weaponskills force us to choose between having a weaponskill that lets us stand with our peers or not having that weaponskill and dooming us to mediocrity. Several of the merited weaponskills are all but required in the current FFXI metagame for a job to function at an acceptable level, or at a level that anyone would ever want to see themselves functioning at compared to their peers. If I play Corsair, Samurai, Dragoon, and Dark Knight, why do I have to choose between Resolution, Tachi: Shoha, Last Stand, and Stardiver? Why can't I have them all? How is forcing me to be mediocre on the jobs that I choose not to merit advocating diversity even close to as much as it's imprisoning me to an artificially introduced choice?
Please look into increasing the cap on this merit category.
#3: Physical Blue Magic
This one will be a doozy, so bear with me.
Physical blue magic as absolutely, positively, worthless on any target that is close to or higher than a Blue Mage's level due to monster stats and level correction. This is caused by the fact that the ability to gain Blue Magic Attack, and thus overcome a monster's defenses and level, is significantly hampered compared to any other type of offensive action in the game. Currently, blue magic attack is thought and widely believed to be based on the formula [Blue Magic Skill + 8 + STR/2] and is not affected by any attack boosting sources outside of that formula.
Thus, Blue Mages can only increase the attack power of our spells by increasing our Blue Magic Skill or STR, both of which are in relatively limited supply when compared to any other type of attack or attack boosting stat for other types of physical damage.
For example, a Warrior can increase their attack power by eating food, using the job Ability "Berserk", and getting Minuets from a BRD. A Blue Mage can increase their attack power by... using limited amounts of Blue Magic Skill and STR gear and using spells with attack boosts that do not even come close to surmounting any type of mid-to-high level monster's defense and/or level.
See where the problem is?
I propose two possible solutions to this problem:
Solution A: Adjust the Blue Magic Attack formula
[Blue Magic Skill + 8 + STR] and ignore a portion of the level correction penalty
[(Blue Magic Skill + 8 + STR/2) * x] where x = 1.5, 1.75, or 2.
Either of these solutions would significantly enhance a Blue Mage's ability to properly utilize their spells on high level targets, while still maintaining balance through spell recast times, MP costs, and the fact that this will only partially increase the overall strength of physical blue magic.
Solution B: Allow Blue Magic Attack to benefit from attack buffs
For example, allow physical blue magic to benefit from food, Berserk, and Minuets.
Please consider looking into this. As it stands, Blue Mages are reduced to run-of-the-mill, under-the-bridge one handed melee DDs on any target that rates as Very Tough or higher due to our severely dwarfed attack score on physical blue magic, which just happens to be our signature.
#4: Blue Magic Procs in Voidwatch
Hi, so... can't help but notice that Blue Mage is the only job that didn't receive its required Voidwatch proc list adjustment. Why? We were arguably the most needy of any job in Voidwatch to have our proc list trimmed to size, the only job that I'd say was worse off would be SMN, and they got their update.
Why is it that I have to spend every single one of my Blue Magic points on proc spells while still being unable to fit them all and having to wait 60 seconds for my spells to be ready to cast after resetting them in order to proc? Why? Can't we just have one, maybe two spells per element? Please?
#5: Please fix our broken BLU spells
They're worthless otherwise. Barbed Crescent, Hecatomb Wave, Sandspin, Tourbillion, and a couple of others are all completely useless in their current state. Their additional effects are the only reasons to use them to begin with, and with those additional effects not functioning properly (i.e., not landing on anything), they are never, ever, ever worth using.
Personally, I feel particularly slighted that my 5 minute recast, unremarkably damaging Tourbillion spell doesn't work properly.
That's about it. There's plenty more that I feel needs adjustment and whatnot, but I figure I've spoken more than my fair share as it is. Hopefully you consider some of these suggestions!
Kimjongil
08-17-2012, 12:25 AM
There is a lot of work that RDMs would like to make them more viable. I personally want to see more synergy for the job so that it can more effectively use it's diversity.
Native Occult Accumen
Enhanced Enspells
Double Cast
Occult Accumen allows you to nuke while not slowing down your TPing and gives you alternate options for TP gain.
I would like new Enspells. Higher Damage and applying to every hit would be nice. Add elemental affinity corresponding to the element you are using, e.g. Enfire X gives you Fire affinity for spell casting. It would also lower the SAME elemental resistance of what is hit by your enspells, e.g. Enfire X lowers Fire resistance. Also, make their additional affect be lower priority than important additional affects from weapons like Excalibur and Ephemeron, so that you can get the affects off of those weapons without sacrificing damage and useful effects from your Enspells.
Give us a job ability that allows us to Double Cast. The point of Double cast would be so that RDM would have easy access to Magic Bursting and SSC. You would use the job ability Double Cast and then select two spells. If they are the same element, you create a SC of that particular element, e.g. Stone II + Stone III = Scission. You can then cast Slow II for it's accuracy or Stone IV for it's damage amplification. If you cast Bio + Stone = Gravitation. Or Fire + Dia = Fusion. RDM can cover every element for creation of lvl 2 SC and can create Light or Dark SCs off either because it has the WSs to do so. You would make a diverse tool that would be tailored to RDM.
Double cast to self skill chain and Magic burst off of your own spells. No thanks. /sch gives you all Sch JA's and that's the one we have that is 50+. Unless you wish to share composure and ardle spells.
Jeryhn
08-17-2012, 12:37 AM
I would like to see a modern update to the linkshell system to coincide with the release of the new UI.
- Linkshell items should not consume space in a player's item and equipment inventory. If this is "technically" impossible given the current architecture of the game, players could still trade linkpearls to each other and permanently place them in a specialized "linkshell inventory" similar to the Mog Sack and Satchel.
- Linkshell leaders should be able to observe the membership status of their linkshell regardless of whether or not a particular player may be "equipped" with their linkpearl. Linkshell leaders should also be able to control the membership status of their linkshell in this same way, whether it be to promote someone to a pearlsack or to break the pearl of a troublemaker.
- Create chat commands to allow players to switch to another linkshell on the fly.
- Increase the number of the amount of players that may simultaneously equip a linkshell.
- Allow a linkshell holder to be able to transfer absolute authority to another member of the linkshell without the need for breaking the linkshell itself, or having someone buy a new shell.
- Include an in-game UI linkshell search so that players may may more easily join groups dedicated to certain activities, such as Dynamis, Voidwatch or Abyssea. This UI should contain basic information on the linkshell that includes stats like total membership, date of creation, whether or not the linkshell is recruiting people and a search message created by the linkshell holder that is transmitted to players.
Daniel_Hatcher
08-17-2012, 12:38 AM
Double cast to self skill chain and Magic burst off of your own spells. No thanks. /sch gives you all Sch JA's and that's the one we have that is 50+. Unless you wish to share composure and ardle spells.
Double Cast is a RDM ability, NOT a SCH.
Self Skillchain with Elemental Magic is also far more RDM than SCH, that said: This is for suggestions and suggestions alone. Disagree with it? don't like it otherwise like it.
Jaberwocky
08-17-2012, 12:40 AM
Combine the 8 elemental Trail of the Magians staves into one AFTER the respective trials for each staff has been completed.
Give us the option to initate PvP OUTSIDE of Brenner or Ballista.
More inventory space.
Let Modus Veritas stack with Kaustra.
Give a Refresh effect to Embrava.
Reconfigure Drain Samba/II/III so it isn't dependent on the weapon delay...kind of useless right now...draining for 6-15HP isn't that great for single handers.
Let us synergize Marine Bliss.
Thank you for opening up the discussion on here.
Mooshywooshy
08-17-2012, 12:59 AM
I want the weapon effects that are connected to high level Sword, Axe, Great Katana, Dagger, Club/Wand, and H2H to be weighted directly onto the weapon as opposed to the hand.
This would allow future weapons to have a glow/effect on the weapon even while disengaged as opposed to having to resort to full body glows.
(seriously its like 6 byte changes in each skeleton file and half the weapons already have this ability)
Also make better (any) use of the physics based fabric material (Princess Caludie's Hairpiece, Aldo's Shoulder Shawl, Outpost Flags)
Nawesemo
08-17-2012, 01:08 AM
Ahoooooo, and Thank you.
Short and Sweet.
Blm.
1. Merit-able Magic Attack Bonus trait.
2. Add a job ability "Elemental Wraith" on a 20 minute timer allowing a blm to force a critical hit with their next elemental spell.
3. Place more emphasis on elemental weakness with all monsters (except for the few that are just all and all resistant to magic), making Stone and Water spells useful again.
4. Give all mobs a minnimum amount of mp so I can Aspir it, 50 would be great 100 mp would be better.
5. ..... that's about it.
Thank you for your time.
Twille
08-17-2012, 01:18 AM
Attacking fortifications in Campaign needs to be more lucrative. As it stands there is zero incentive to attack a fortification. Skill ups in Campaign would be nice too, but not as high a priority as fixing fortification bashing.
HimuraKenshyn
08-17-2012, 01:22 AM
Please for the love of god fix blu mages spell list for weakness in void watch. You have fixed so many other jobs and left Blu mages hanging out to dry. Basically 1 spell per element period. Forcing blu mages to have to switch spells during a timed event is a kick in the backside please fix it.....
Teraniku
08-17-2012, 01:30 AM
This post of mine features what i want for my Adventuring Fellow:
1. I want a modified PUP Automaton Interface for my Adventuring fellow, so I can Equip them with real Gear. Example being, I have a Joyeuse, yet I hardly ever use it anymore, but it would be a great boon to my Adventuring fellow. I'm tired of trying to get a matching outfit when I can lock in 3 pieces but can't get the last one to pop on her. So Equipping her with real armor would be great.
2.Like others have said, more robust AI options for my fellow. She burns through mp so fast sometimes I'd like to be able to allocate what magic I want her cast and I'd like to be able to dictate what Weapon skills she uses as well.
3. Get rid of the Rendezvous points and allow us to summon our fellows to our mog houses, and do everything we need to from there. My adventuring fellow, storyline wise, is my character's comrade in arms and friend, and she still won't come over to my place to hang out and shoot the breeze for a while?
AyinDygra
08-17-2012, 01:30 AM
Ok, what I want >)
This, for an appetizer. (http://forum.square-enix.com/ffxi/threads/1535-Missing-Interface-Features?p=12751&viewfull=1#post12751)
Then the main course of what I'd really like to see, content-wise. (http://forum.square-enix.com/ffxi/threads/14365-My-Ideal-Expansion?p=192588&viewfull=1#post192588)
And if you go through my post history, you'll find several job-specific posts for side dishes.
As for dessert, two different thoughts (http://forum.square-enix.com/ffxi/threads/6342-Put-Tetra-Master-In-FFXI-Drop-PlayOnline?p=84879&viewfull=1#post84879) I had a while back. (http://forum.square-enix.com/ffxi/threads/10475-Chocobo-Derby%21?p=132772&viewfull=1#post132772)
Yeah, not gonna get it all translated, am I?
Short version... (not sure it's possible)
Part 1:
A method of accurately determining your range from a target.
An Area of Effect indicator.
The Tactical Points (TP) of other party members.
Status of party members. (both buffs and ailments)
Remaining time on status effects.
Text command to cancel buffs.
A "Text Advance" button that does not select menu options.
A way to swap macros from one spot to another, rather than only copy/pasting and deleting.
Part 2:
(not gonna even try to short-version it...) Basically, everything I'd ever want to see in an expansion, or series of expansions, including new endgame events, new jobs, merits, gear, ... pretty much everything. Though, I know I could think of more, given the hope anything would be done with it.
Part 3:
Triple Triad (not Tetramaster) in-game & a new Chocobo/Riding game.
Milarobi
08-17-2012, 01:39 AM
-More macro lines. 16 is not enough. 20 would be nice.
-Increase the clipping plane on PC.
-Ditch Field Manuals and replace them all with Grounds Tomes. Or just give FoV prowess bonuses.
-Expand Fields/Grounds to Chains of Promathia and Aht Urghan.
-Ditch POL on PC and create a streamlined launcher with access to FFXI and the SE account management site. Consolidate that with the FFXI config. Better yet, make the config accessible in-game.
-Blend shadows to stop them from overlapping. If you can add transparencies to shadows as well, that would be great.
-Make Aspir more widely usable.
-Hurry up with the UI updates and then we'll discuss all the additional ways the UI can be improved.
Kimjongil
08-17-2012, 01:41 AM
Battle and stats related.
No one has said this but I am sure everyone wants! Show all stats.
Accuracy, Ranged accuracy, magic attack bonus, magic accuracy, ranged attack.
Job related:
Dark Knight:
Make us the best dark magic casters in the game. Why can other jobs out drain us. If we are a mirror of pld, where is our darkness spell line? Darkness 1-5. We should have a spell like sch’s two hour but weaker. In addition we should have a line that does darkness damage.
Maybe the damage nuke spell could be Darkness 1-5, and the darkness DoT rot, or decay. Bio 3, would be nice as well.
Can they do something with absorbs so they don’t decay? Or give us an absorb spell that say devour. Devour when cast would be a DoT drain spell on the monster. It would act like a scholar helix spell. The damage caused though would be returned as a healing factor to the dark knight. So say it does 200 damage and 25 DoT every three seconds. That 25 HP damage would return to the dark knight.
Sch:
Weapon skill Cataclysm. It was very sad that we went from 240 to 356 and no weapon skill in between.
New Stratagems: Let us have a stratagem to, and AoE an elemental magic spell. Even if it cost two charges.
Dark Arts & Addendum Black:
Unlock T4 spells without addendum black. While it was understandable to have our highest nukes needing this JA at 75 range. Only T5 spells should require this at level 99. It is as we learned no basic spell from 70-99 without using that JA for dark based magic spells.
It would be nice to have armor that can increase our spell Adloquim. Other jobs like drk got gear that increases absorb TP, blu’s got breath spells. Why can’t we get a neck piece or ammo slot to +1 tp to our spell?
Blue Mage:
More spells: Some NM’s and families have not given us spells. Other spells are still desired some would be:
ARK ANGEL EV: Dominion Slash, Empty seed, Bloody Claw, Diamond Shell, Crystaline Cocoon, Electrocharge, Zephyr Arrow, Homing Missile, Immortal Shield, Mechanical Menace, Vitriolic Barrage, light blade, Cosmos breath, mighty guard, Hexidiscs,
In addition please fix our broken spells. A Job ability to take a single target nuke and make it AoE would be nice. This could also work on physicail spells, but somehow AoE it.
Access to more clubs would be nice.
Someone mentioned a two handed great sword. I always thought it be cool if blue mages could use the great sword with the curved blades. I wouldn't give them high skill in it, I give them same level as BLM and scythe. And only the curved blades.
Game wise
As a player most people love storyline more than anything else. So please make a new storyline for all jobs as someone else mentioned. You can even make it as a add on. I am sure people would of paid money for a storyline of all new jobs and missions 11-20 over nations, than the three armor pieces SE did on add on’s.
New Weapon Categories
If possible, add new weapons. Great hammers, are an example. A ball and chain is another. Some people may complain about skilling up. But after seven to thirty days they won’t complain. When we leveled Blu, Sch, puppet master, dancer and such, it was pretty boring that they had all the old weapon skills. Now you are making a new job Rune fencer, and they will use great sword, but most likely use most of all the same weapons kills.. So in theory it will feel to close to other jobs.
Relic Weapons:
Please make every job have access to one. Right now 5/20 jobs don’t have and soon 7/22 jobs. The old developer was all about balance. How can the game be balanced if 1/3 the jobs can’t get a weapon from the zone. They have little reason to team up and help others along the way.
FFXI is a MMO?
Well the title says that, but sadly while many people log in the problem I feel with the game among others is it’s a single player online game. Many people will do events in 1-3 man say abby dynamics, and other events. FFXI goes to two extremes. It either makes events doable with very few members, or requires 18 people. Legion, Temons, apollyn 2.0. Yet very few people do these events. I will say that because you rarely see gear in town. People opt out of big man events as they rarely even do a 6-8 man event due to most of the game. Please change that. Make the game feel more like a MMO community, not a single player vs. environment. This is what will truly bring people back and keep them interested.
Sea related:
Can we get something to enhance our sea items from neck gear, earrings and rings like was done to sky, and all other events?
ToM:
Staves: If we have all eight staves of one type can we turn them into one staff? So if I have all 8 magic damage staves, can I make just one staff? Same if I have all 8 magic accuracy? This can be broadened to all weapons if they have one of each type.
You did say you will redo evoliths. It would be really nice if at the 99 stage people could add one to these weapons. As one of a few people who really enjoyed NM hunting I was disappointed that you couldn’t add an evolith to anything 76+. They even had a quest in Abby that gave an evolith, but not one piece of gear to put it on.
Crafting:
Can we dye our gear. You added red, black, white dye items. Then only let them be used on a few items. Please let a type of dye be used on many items.
Fix Pets, or events:
I know some people will hate me for this. But please do something to somewhat fix the game so people can play their favorite jobs. As it is a smn or bst will be used in abby, WoE, dynamics, and solo all day long. While this is fine. It also tells many people that they must level a job and lock themselves into playing it to enjoy the event. This is partly because SE made the events super solo able with these jobs. Again I have nothing against the jobs, but when you walk into WoE and see 18/18 pet jobs what does that really say about the event for all other jobs?
World Chat Channel: A channel where you can be anywhere in the game and see what is being said.
Upgrade SCNM strongholds:
You upgraded almost everything else, can you up grade this event and drops?
Macros
More Macro lines! At least 10. !5 would be ideal.
NPC Fellows
New higher level weapons please. And maybe smarter. Can we take them to the new areas or abby with us?
Laxedrane
08-17-2012, 01:47 AM
Here's my 2 cents, sorry if it's repeats from others.(Lot's of pages to go through.)
Pet jobs
-Remove cor's pet only buffs replace them with something else and allow pets to be buffed like any other player in the actual aoe effect.
-Allow players, including the masters, if they are so inclined to directly buff and heal pets.
-Add an auto sprinter shoes effect to pets.(It wears off if they engage or are attacked.) So they have an easier time keeping up with players. Or include a pet jobs movement speed shoes with movement speed for the pet as well. To help them keep up on long journeys.
-Make it so Fanatics drink will also make pets invulnerable if the master drinks it.
Puppetmaster
-Make harlequin head and body scale up in usefulness as we level or maybe even give an upgrade quest at 75. Include weapon skill that only this frame can do instead of magic mortar. Make it have DD potential in line with Valoredge but in exchange for being able to "tank," harlequin will just have some spells.(Maybe consider increasing it's list to some more useful spells.)
-Allowed save sets, for frame/head attachment combinations. At least 1 for each head.
White mage
-Please finish the banish line. White mage is fairly solid where it's at but it really annoys me we don't have Banishga III banish IV(Which we should of had before 75) and banish V. Also if your feeling fancy banishja. All to be effected by misery.
Empyreon/relic Club and staff
-I know asking for you to redo these is like a shot in hell. However I like to note this and hopefully you consider this point the next time your looking to release a set of ultimate weapons or just high ranking weapons. These weapons are extremely undesired by the player base considering they are suppose to be the best of the best. Please consider what players may want to see on them the next time you have a chance to release such weapons.
-Also, for the love of Altana, club, no WHM, does not need another mp recovery weaponskill. We have 4, we have enough, stop including them on ultimate weapons.
Weapon Availability
-I like to see better weapon selection for non-specialist post 75. A lot of jobs that use to have weapons in specific weapon groups totally got dropped from them in the climb to 99. Thief doesn't get a crossbow I last checked post 75, I think they just got a gun if anyone wanted to merit last stand for thief. As an example of what I am talking about.
Thanks for reading.
Mindi
08-17-2012, 01:48 AM
make it easyer to optain Alex --> lower the requirement to enter salvage from 3 to 1 person in old areas
(so you dont need D/cing friends/mules...)
MrButter
08-17-2012, 01:51 AM
I know this has come up allot and will probably continue to come up allot, but here is my personal spin on the situation of Voidwatch.
Everyone can agree that the drop system and rates are very ... difficult to deal with. From a bushiness perspective I can understand the whole idea of 'time sink' and I'm not opposed to it per se. However, I have recently returned to this game from a fairly long break (close to a year.) There are -allot- of very good drops in voidwatch and because I have been out of the loop for so long, I am officially in "I have to play catch-up" mode now. However, I have run into many players who are still going 0/100+ on these powerful pieces of gear. It is a very daunting situation indeed.
With the upcoming Adoulin expansion, I think it's perfectly realistic to assume that old players will in fact be interested in returning to the game, but the Catch up factor is definitely something that makes people want to stay away. In fact I've been told by several of my ex-ffxi friends that it is the primary factor keeping them away from re-subscribing. I think if nothing else it would be a wise business move to ease the grind curve of voidwatch, even if only a little bit more, to accommodate those who will need to re-gear and re-acclimate to ffxi as Adoulin's launch approaches. When coupled with the interestingly gamble-based Nyzul Isle II and the other refreshed end game content, the 0/100 factor of voidwatch just feels too oppressive.
Ophannus
08-17-2012, 01:54 AM
Give DRG a stance ability to increase attack power. Despite the best efforts of SE making pets more durable, the easiest and most common way a DRG loses the Wyvern is through the player actually dying, not the pet. Because of this, during hard fights, the DRG will lose the pet quite early if he is KO'd, thus for the remainder of the battlefield(Legion/Limbus/Einherjar etc) the DRG will be without his Wyvern. Because Wyverns are majorly important for the DRG, having it unavailable cuts our damage over time and our TP gain which Spirit and Soul Jump depend upon.
So to that effect, give DRG an equivalent of Berserk or Last Resort, something to increase our Attack/Attack Speed for a short duration, the penalty could be that during the effect, the Wyvern cannot use Breaths or Breaths are weakened.
Additionally please increase the acuracy of wyvern breaths TREMENDOUSLY. I know we have Strafe but the benefit of Angon and Empathy are far to great that spending category merits in Strafe is a huge loss. On most high level NM fights, my wyvern breath does 10-100 damage or so, unacceptable. This is the reason why DRKs and WARs are valued, because they have job abilities which enhance their attack power for stronger weapon skills. The Wyvern breath was supposed to compensate our lower weapon skill damage by adding a 200-350 damage breath after each WS, effectively putting our total WS+Breath damage combined in line with other DD's damage.(2k WS+350 breath vs a 2.5k WS). By increase the accuracy of breaths, DRGs can be better damage dealers, but as it is now the damage added to our weapon skills via breaths are far too unreliably inaccurate.
Trisscar
08-17-2012, 01:59 AM
Blue Magic spell sets, scimitars, less Blue Magic needed to proc VWNM, scimitars, fix the broken spells, scimitars, buff the magical nukes, scimitars, add Tourbillion to more mobs outside of Whitegate areas, scimitars, make Unbriddled Learning work more like Hasso, scimitars, add more spells to Unbriddled Learning, scimitars, add spells from families we don't have spells from yet, scimitars, add spells from avatars to be used under the effect of a JA similar to Unbriddled Learning, scimitars, and allow us the ability to change Almace into a scimitar.
This message brought to you by the Imperial Mages for Scimitars Community, Scimitars Anonymous, the Scimitar Appreciation Society, Scimitars for Azure Truth, and the Scimitar Enthusiast Club.
Siviard
08-17-2012, 02:43 AM
I LOVE the fact Mr. Matsui is allowing us to give our ideas and suggestions to him like this. Very well done, Mr. Matsui! Cookie for you!
Now, I have plenty of ideas that I have had running through my head for some time. However, as I am currently on my lunch break at work, I'll post one of my ideas that I would like to see added to the game, then post the others at a later time.
Idea: Allow Abyssea-specific items to be used in the synthesis of new weapons, armors, medicines, etc.
Currently, Abyssea-specific drops are only good for a couple of things. 1. Popping Notorious Monsters and 2. Quest Items. Why not introduce a multitude of new weapons (all levels), new armors (all levels), medicines, foods, and furnishings that utilize the Abyssea-specific drops as the synthesis materials? As it is now, a lot of these items (the abyssea drops) are considered mostly useless, and are either not farmed or simply tossed by the playerbase.
The implementation of this (should it come to pass) would allow:
A. An opportunity for all crafters to have more options for skilling up their crafts.
B. Provides an opportunity to make gil selling High-Quality versions of the new items. (should the crafter be so lucky)
C. An opportunity for players to make gil by killing monsters in Abyssea and selling the treasure they receive at the Auction House, or via Bazaar.
It's a WIN/WIN for everyone, and as Mr. Charlie Sheen says......"WINNING!" See signature below. :)
Definitely reduce the amount of BLU spells needed for VWNM (as many have stated before). While on the subject of BLU, could you please make it so we have different loadouts of spell sets for varying situations?
Also non-rehashed endgame content that doesn't involve artificially prolonging a fight to get more drops (read: weakness systems in abyssea/dynamis/voidwatch).
I would say something about closing the gap between WAR and other DD jobs but that seems to have been beaten to death.
Myasasa
08-17-2012, 03:17 AM
Hello there!
It's nice to ask player what they want, hope your team will read all the replies!
First => The Shaper's Shawl thing... fishing??? really? i love to craft really, but fishing?.. no thanks! This item is supposed to help us craft, right? like every guild item! make it a guild item^^
Second => Reduce the repop from nm in sky
Third => Less heavy metal plates for the 95 upgrade! 1 500 is insane (same for the numbers of alexandrite needed) in dyna you can get 600+ currencies / day , and what ~100/150 alexandrites?? there's something wrong in here!
Chast
08-17-2012, 03:35 AM
I have not played enough to really talk about the endgame system, as I have not expirienced it yet. However I have a couple of requests that I see many people on this forum are asking for:
1) Allow equipment sets to be saved and called into a macro. I'd imagine it would work where when you go into your equipment screen, a list like your macro set lists pops up. You can select a set, and either "equip, modify, delete, rename." Then when making a macro, you can swap out the entire equipment set in one call. For example if I made a high HP set, I could name the set "HP", and equip the set with a command such as /equip set "HP"
2) Allow us to append /wait to then end of any macro command. This would effectivly double our available macro lines. For instance if i wanted to cast water, wait 6 seconds, cast aero, wait 5, and cast stone it would look like:
/ma "Water" <t>; 6
/ma "Aero" <t>; 5
/ma "Stone"
3)I also ask you to keep in mind your entire player base, specifically those who cannot schedule time to do a static, and those who's playtime is volatile and they don't know how long they can stay on. Pick up groups should be able to progress to a certain point before hitting a point where the teamwork that comes with a static group familiar with each other is needed to overcome. This gives a pick-up group the ability to progress and upgrade their gear, while awarding those who dedicate themselves to a static better rewards. Furthermore a side piece of the content should be released so those who prefer to solo or have volatile playtime can experience some content, and get some gear/rewards (Though the rewards the require the party should always be better).
4) Lastly it would be nice if you alleviated some of the hardship a new player has in obtaining gil. In my experience and talking with others, getting gil is really hard until you reach level cap. I'm not sure the exact approach you could take here, as it would have a great effect on the economy, but I'm thinking the easiest way to do this would be to greatly increase the rewards getting rank 2/3 and maybe 4.
Trisscar
08-17-2012, 03:36 AM
On the issue of Mythics:
I remember when Mythics first came out, Square announced that achieving one these weapons would be easier than getting a Relic weapon. Even back then, when the cap was still level 75 and people still did ToAU, I didn't see how Square could possibly make a whooper of a claim like that. And now it's practically a pipe dream, with the number of completed Mythics not much different from when they were originally introduced (although I imagine there are some pissant elitists who are happy about that).
So here are some suggestions to falicitate the process:
Assaults
Remove the need to enter with 3 people.
Nyzule Isle
With the neo version of this you can have the number of tokens awarded multiplied by the number of participating members.
Einherjar
Multiply inchor by the number of mobs defeated, and by a flat 12 for defeating Odin (14 for Odin v2).
Beastmen Kings
You're already addressing this, apparently. So I have nothing to add.
Salvage
Lower the entry number, it's not like people don't enter with three and have the others warp out or something. Add the ability to respawn the mobs, increase drop rates, make cells into Key Items.
VicFerrari
08-17-2012, 03:41 AM
Can you guys add Critical Hits for ranged attack automaton? I find it odd that it still hasn't been fixed, but using attachment like dynamo is useless with sharpshot frame because ranged attacks can't critical. Also make puppet magic attacks that say -->"X-mob resists the spell" not be cast again cause it is annoying waste of MP when any competent player would stop casting after this message. Maybe similar to scanner, but only after the first cast and message. Puppet AI could definitely use some sprucing up though.
i posted this on FFXIAH forums. figured i should post it here to, just to show the devs what i would like to see!
http://i.imgur.com/T1d68.png
**Storage!
*Mog furnishings
furniture now has its own palce, no longer will your
inventory suffer, enjoy decorating your moghouse however
you please!, without the clutter. (limited to 80 furniture peaces
Per mog house)
* Veteran satchel,
the first reward to be implemented for those
who have been around a wile, this reward is for any player older
than 1 year of subscription. and can be expanded to 80 via a
series of quests similar to the gobbie bag. but with key items.
rewarded from varus already existing BCNMs/KSNMs/NMs
this satchel is similar to the mog satchel in the way you can
access it anywhere
**Environment
*clutter-free paths
we took notice our world was a bit... eh. messy so
we hired a crack team of landscapers to go around cleaning
dirty old roots, stones, rubble and whatever else is
laying around making getting around a hassle, this basically
means no more stumbling or issues climbing stairs, climbing over
roots and such
*Weather
in conjunction with the global worming. the volcanoes of Vana'diel
are more active than ever. thus making fire weather considerably
more common
**Quests
*added mini quests for CoP and RoZ unlocking a new series of
Trial of the magians and unlocking the ability to upgrade of
for some sweet sweet gear!
**Item related
* new gear to be added, rewards for new Trial of the magians
here is a wonderful
example!
Trial 10001 Collect 20 Promethia rods from
the battlefield: "promithia V2.0"
reward: Raja's ring +1
http://i.imgur.com/2XqcT.png
*Ores and Logs stack!
no more hassling with a cluttered up mess
nor several trips to haul the goods to your crafters!
**Voidwatch adjustments
*claim and drops
We failed to realize that not everyone is fortunate to be able to
obtain a Relic/Empyrean or Mythic weapon. and the WoE versions were
feesable. until some recent adjustments. making coins no longer
able to be obtained via individual mobs. we relize this was a
mistake and hurt the soloists and lowman groups of Vana'diel
coin purses will still remain a reward from bosses
however coins will again drop from individual mobs
and mob claims and drops will act like normal mobs. (example,
someone standing in the battlefield NOT in your party will not be
able to fight the mob you have claimed or obtain drops unless
invited to the party)
**Battle related
*Tp loss from too far
No longer will you lose TP if you attempt to weaponskill from a
distance!
*Auto-Regen and Auto-refresh modified!
the job traits Auto-regen and Auto-refresh have been modified
there is now a level modifier to increase the potency depending
on the level. at level 99 they are 3HP/MP a tick
**Harvesting related
*we have been noticing a lack of activities in the harvesting of
resources. we found the process to be a bit dull and figured we
should review the system for changes. which will include
* resource vains remaining for several more rounds of harvesting
*less unwanted resources such as beast-man armor
*adjusting drops making items such as nuts/creampuffs obtained
via harvesting rather than logging
Daniel_Hatcher
08-17-2012, 03:46 AM
2) Allow us to append /wait to then end of any macro command. This would effectivly double our available macro lines. For instance if i wanted to cast water, wait 6 seconds, cast aero, wait 5, and cast stone it would look like:
/ma "Water" <t>; 6
/ma "Aero" <t>; 5
/ma "Stone"
You can /ma "magic spell" <me> <wait 4>
Snprphnx
08-17-2012, 03:50 AM
General changes:
Add a new, general class merit group, that allows us to increase our
+Base Attack/Ranged Attack +
Defense
+Magic Attack,
+Magic Accuracy
+Enmity Cap Up and Down (the ability to increase or decrease out total enmity cap)
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Content Related:
Instead of making dedicated "6-man content" or "18-36 man content", have all the contents difficulty scale with the number of people who participate. Similar to the recent changes to Legion.
Example:
New content that increased in difficulty for every 3 players taking part. Difficulty can increase by the number of mobs, mob attack and defense stats, and the TP abilities and Spells it has access to. More player equals a harder fight, but increases the number of rewards or the percentage that certain items will drop.
Make existing and future content difficult, but not so hard that it is almost required to have all attacking jobs to possess full relic weapons, and to use SMNs 2 hour ability with Perfect Defense to have a chance at beating it. All content should be made so that a good, above level group can defeat it, maybe with some difficulties, WITHOUT 2 hour abilities and relics. These things should make content easier to beat, not make them required to beat it.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Job Related
Ninja:
~Cheaper, high level shurikens, that stack to 99
~Jubaku: Ni
~Throwing Weaponskills
~Tier 4 Ninjutsu Elemental Spells, with a high base damage
Ranger:
~an Enmity shedding Job Ability, similar to Black Mages Enmity Douse
~Job Ability to turn our Ranged Attacks into non-elemental damage
Corsair:
~Critical Hit Damage increase Phantom Roll
~Allow Corsair to use all the same Bullets that Ranger can use
Bleu_Lakshmi
08-17-2012, 03:51 AM
For the love of everything holy, please make the login process go through 1-2 screens instead of 8-10.
Genzy
08-17-2012, 04:12 AM
Please make the Claustrum a viable staff for BLM that makes it better than the elemental magian staves combined. It's pretty much the only relic weapon that's completely useless.
Morestal
08-17-2012, 04:24 AM
I'd first like to state that I'm overjoyed to see the team before FFXI taking a real initiative to reach out to the player base in an attempt to better the game. When I left 2-3 years ago for a different game, that was the biggest flaw I saw when I looked back. It felt like there was a brick wall between those who created and those who played. :)
As for what I like about the game and would like to see more of...
Abyssea was marvelous. I don't play in a big link shell or with a log of people, it's really just me, my girlfriend and her mom (plus a few others here and there). Despite this, we've been able to overcome just about every challenge in Abyssea. We've got the best gear, some of the best weapons and there are just a handful of us. This was not in any way an easy feat and Linkshells may do it faster and easier than us. However, the fact that it CAN be done with a few skilled players is great. I'd like this sort of design philosophy to carry into the future.
The other part of the game I've always enjoyed was rewarding players with concrete, tangible results instead of random drops. Things such as Nyzul\Assault Points, Einherjar Therin Ichor or Cruor are good examples. Even if my particular piece of treasure isn't dropping or it's gone to someone else, I like to know I didn't just waste 30mins to 3 hours in an event. The personal treasure caskets that have been introduced with Voidwatch are another great idea.
And, as a personal preference, events that can be done in a short time frame are something else I like to see. Assaults, Voidwatch, Einherjar or Legion are the first few things that come to mind. Dynamis is fun and I realize one doesn't have to spend the full 2 hours inside anymore. However, in the past going into a 2 hour event and coming out with nothing was very demoralizing. Putting in 30 or 60 minutes at a time isn't as bad of a time sink if one walks away with no progress whatsoever.
Thanks again for the added initiative you've shown over the past year or so for getting in touch with your player base. We really do appreciate it. :)
Heimdall
08-17-2012, 04:34 AM
Some I can think of to add would be faster voidwatch stone recharge. Better drop rates on gear and upgrade items from voidwatch and the ability to put gear you already have into a treasure pool for others to lot on.
Allow skill ups in campaign based on region being low middle high. Out side towns would be low range skill ups while inside town and strong holds/outlands would be high level skill ups and places in between would be mid range. Add auto RR to campaign and besiege and increase xp from both and also for attacking walls. Add campaign warps to strong holds and maybe a way to warp directly to besiege when one is at the point of mobs heading to town. A way to be notified when a besiege is starting without having constantly check map and better updates for when a campaign is going on would be good to.
Give a separate invo for furniture and porter slips and make it so you don't need to trade slips when storing gear only have it needed for when taking out gear. Maybe add a way to increase mog house sizes. A lot of people take pride in being able decorate their moghouses but the space is so small. You could add a way to increase the size or add rooms maybe even a upstairs using a similar system to moblin maze maps. you could even incorporate it as a reward from doing moblin maze runs to get pieces to add rooms onto your moghouse. Could be something like random add on room item rewards ones for a closet , a upstairs, a hall way. a 2nd room, increase the size of the main room so on. Could also make them a reward from doing balista and Pankration.
Add a relatively easy to get piece of gear that is all jobs that raises the enemity cap so what ever job that is tanking can put it on and generate more hate than other people in the party to actually tank and hold hate. A ring or earring would prob work out good or maybe neck. You could even have it so it slows down hate loss also.
Find ways to revitalize moblin maze and balista/brenner also Pankration. I remember years ago there would be roaming groups from one match to another leading to huge epic matches. Now though you're lucky if anyone even shows to a match since there is simply no reward to it and still not the easiest to keep informed or get to one.
Possibly give bst pets back their th2.
Improve fishing skill up rates and skill up rates for higher ranges of crafting. Examine some of the earlier synergy recipes since some are near impossible for people who don't use scripts. Maybe even lower the quest requirement for lu shang pole.
I just came back to game after a year so only thing far of jobs I can think of is improve monks chi blast make it more powerful and or lower recast time and maybe additional effects to it. A new look to it would be nice too something similar to what Aerns do.
Twille
08-17-2012, 04:35 AM
Remove the required number of players for assault. allow us to go in solo.
enhance the basic job abilities of auto refresh and regen.
Serene
08-17-2012, 04:35 AM
I would like to suggest a share mogsafe/storage/moglocker with your other link account or your other half in game. It seems more enjoyable to easily access everything this way.
vienne
08-17-2012, 04:52 AM
1. please new mr. dont take the likes in account cause reading through this thread i notice that people stop after a couple of pages and put all the likes in the first pages and those posting later dont get read (so maybe mine will not get much attention either).
2. i'll give a concrete example of something we can change for the better on here cause most things said on here have been told in multiple threads already.
so i was thinking to do something about the seasonal events... a good way for ls's and friends to do something together you would think at first. But sadly enough the lack of a usefull reward is holding people back to do these kind of events (and yes I know there have been nice rewards too but mostly they're just memorabilia taking inv space). Why not give as a reward for completing the seasonal quest an item that for example gives faster crafting skill ups... like a ring with 5 charges each charge lasting 10 minutes or something and this item would not be rechargeable only obtainable twice a year during certain events. imo it would revive the seasonal events because it would actually be a very usefull reward and also i dont think this kind of thing is hard to implement either and no blance issues there.
thanks for reading :)
Babekeke
08-17-2012, 04:55 AM
Definitely reduce the amount of BLU spells needed for VWNM (as many have stated before).
Personally I think that although BLUs think this is a good idea to alow them to set some DD spells instead of only proc spells, what this will actually do (in my view) is allow 1 BLU to set all proc spells instead. Thje outcome of which being that less BLUs are being brought to VW, and I'm sure that's not what BLUs really want.
How do I come to this theory? As it stands now, VW groups could take 3-4 BLUs to allow them to set some DD spells as well as some proc spells. They don't. They take the minimum number of BLUs to cover the procs without needing to re-set spells mid-fight.
I do definately agree about being able to have pre-set BLU spell sets though. even if it was only setable in the mog house it would be a very welcome addition!
Lollerblades
08-17-2012, 04:55 AM
I'd like to throw in a though , we where always told Mythic was to be the casual players Relic , However with assault pretty much dead and alexandrite being a pain in the tush to get - Could you please do something about this ? Lower assault conditions so it can be solo'd rather than it taking 3 people to do it ? I can understand Salvage and Nyzul but please change assault? I'm not going to moan about the alexandrite issue as I'm sure it will be addressed eventually ...
However if nothing will be done to the mythic requisites then could we have some form of casual player mythic/relic/empy type weapon for the new expansion ? Something that a casual player can do on their own without having to have a whm mule there to support them ! !
I get that Empy are fairly easy to get but it would be nice to get what we where technically promised all those years ago ...
---------------------
Thanks for taking the time to read o/
jerji
08-17-2012, 04:58 AM
Please overhaul enmity mechanics.
I consider this the largest malfunction in the game.
Recent proposed changes such as the enmity manipulation in one of the new 2HR abilities suggests that the development team isn't fully aware of how bad the problem is. Enmity in the game as it stands is very much broken and none of the jobs and abilities and, even gear to some extent, function as intended. The enmity cap is reached very quickly by high damaging jobs and the notion of a "tank" has become mostly antiquated. Whoever swings the fastest will keep hate, since everyone will reach the cap quickly. The enmity cap needs to be removed or at least overhauled to the extent where enmity manipulation in the game once again becomes relevant.
As an example, this broken mechanic enables black mages to continuously nuke, thereby largely eliminating the need for theoretically powerful abilities such as Enmity Douse. If there's a fast-swinging DD attacking the monster riding the enmity cap, the monster will almost never run to the BLM.
This is also why we don't see PLD being used for very much anymore. They simply can't keep hate off of strong DDs. If they do, it will only be for a few seconds while the DDs quickly approach the enmity cap and then once again whomever is swinging the fastest will keep hate.
Battle strategies have significantly less finesse than they once had due to this issue as well since the efficacy of using a tank to actually tank the mob while DD do some damage is severely hindered. That is to say, "Tank + DD" doesn't work which is at least partly why we see a continued reliance on Embrava and Perfect Defense to complete events.
As an example of a different type of enmity problem, in Voidwatch, many of the strategies for dealing with adds involve a PLD using a "supertank" strategy wherein the PLD does not actually touch the monsters at all. If the PLD touches the mobs, he will not be able to keep hate. That is, if the PLD actually plays his job as intended and uses abilities on these enemies to try to keep hate, it will be worse than if he doesn't use them at all. Sadly, this seems completely backwards. PLD are chosen for this role primarily only because they can survive the longest without temporary items, not because of their enmity generation abilities which is ostensibly meant to be one of their strongest assets.
Please fix enmity mechanics. If the intent is to not fix enmity mechanics, please stop adding abilities and items that manipulate enmity. Adding such things only upsets the player base because it's evidence of the dev team being out of touch with how the game actually works. Please fix enmity mechanics.
Pretty please.
With a cherry on top.
Thanks!
Trisscar
08-17-2012, 05:00 AM
On Empyrean trials:
NM
Have these be force spawn from Rare/EX or Key Items that drop from their place holders, with a 5-15 minute respawn timer on ???
VNM
Sell us an Abysite that locks T2 into place without needing T3 Abysites, and adjust the difficulty so that all jobs can solo them instead of just a couple. Consider adjusting respawn timers as well.
Aby NM
Sell the Key Item spawns for 50-500k cruor per set.
Artanticos
08-17-2012, 05:16 AM
In Voidwatch.
Put Heavy Metal Plates in the same treasure tier as Crystal Petrifact on fights that can drop plates or pouches
Other
Allow access to Mog Storage outside home town.
Llama
08-17-2012, 05:30 AM
Thank you Mr. Matsui, for taking the time to read our requests.
I would like to see the revival of the 6 man party, but with a few differences.
Since abyssea, NOBODY wants to xp the old way anymore and that is understandable (30k xp / hr vs 200k xp)
However, abyssea xping is perhaps the most dull thing I have done in FFXI. Fishing is more fun.
My suggestion to you and your team, is to implement some sort of reward points
(like merits, materia, junction/esper points, from previous titles.)
that can only be obtained, in party.
NOBODY is going to XP in Aoudlin, if it's the same as all of Vanadie'l.
New abilities should not be given, they should be earned/purchased with these points, or use points to get KI
The 6 man party definrtily had it's flaws, like player DC, not being able to find specific players Ie. tank/healer, wait time etc...
but apart from all the flaws the 6man party was by far and wide, more enjoyable then abyssea XPing.
There was danger! There were links! Deaths! Tears, laughs. It was a very alive social experiance, even when we played with ppl who didn't speak our language. Please find a place for it, it is what made FFXI what it is.
One more thing I would like, I have solod BST to 75, with three different races (Galka, Hume, Elven)
And it was an awsome experiance, different from the old 6 man party, partly because you played all the roles, puller, DD, tank, and healer!
Lonely, but none-the-less, so much fun. Slowly taking over the zone. I would love to see "Charm" become a Beastmaster's way of life once more. ty
Frost
08-17-2012, 05:30 AM
More progress based reward systems, less luck based reward systems.
EXAMPLE:
Abyssea, if you did not 'get what you want' I.E. the items associated with a 'Blue Trigger', nine times out of ten, you still walked away with SOMETHING, I.E. Seals, coins, stones, cards, or jewels, that went towards gear.
It was easier to rope together groups when everyone could benefit in their own way.
I want to PLAY the game again.
I'd like to see more 'working towards a goal', and less content based on 'repetition based on low drop rates'. I'd rather go to Dynamis 100 times and collect coins than fight Pil 100 times to get 1 body.
Add "Add to Treasure Pool" to Voidwatch, please.
Voidwatch was an A-Class gaming system that had a reward system that borders on punishment for the users. The ticket system implemented is a decent step in the right direction, but the overall frustration of fighting the same monster repeatedly with little to no reward rarely makes people come back for those 'tickets'.
"Add to Treasure Pool." helps foster the old teamwork feeling FFXI used to have.
I'd like to see "Dead End" content made more relevant.
I love some of the side events in FFXI, but some are just for "Trophies". Things like Pankatrion, Moblin Maze Mongers, etc. They possess some great potential, but their implementation always came up short. Usually their rewards were lacking.
As an example, when Fafnir/Nidhogg, (King)Behemoth, and Adamantoise/Aspidochelone were changed, they would have amazingly better fit into the Moblin Maze Monger scenario. You build a maze from collecting pieces to get to fight 'HNM X'.
The current system is nice, and gives a good reason to do the KS99 fights again however, the above was just stated as an example.
On that note:
More "tiered" content; linked quests, and such.
As frustrating as CoP was at the time... I got to admit, earning the right to do go to new areas, and unlocking new battlefields, was really nice, made it all "worth it". And I will tell you right now, I'm going through it all a second time without the level restrictions and it's amazing.
Had voidwatch, for instance, limited people based on the rank of their Stratum I think the system would have been easier to 'control' rather than dismal drop rates. Higher drop rates, with restricted access, and "Add to Treasure Pool" woudl have made Voidwatch much more engaging.
Another example:
Black Belt Quest:
Kill 2 NM rams, get 2 different horns:
>> Purple belt,
>> The ability to unlock Brown Belt quest.
Kill 3 NMs in the 4 corners of the globe:
>> Brown Belt,
>> The ability, along with the proper level and skill, to unlock the Black Belt quest.
Kill 3 HNM in the 4 cornwers of the globe:
>> Black Belt!
>>> there should be a quest like this for every job. <<<
Secondly I just want to list off the stuff I liked that was added, and why. This might be a better way to understand "What I want going forward".
I liked NM Hunting in the past. When the drops were changed to Rare/Ex on the majority of them I was one of the few that was happy. Having a Peacock Amulet was liek a badge of honor that I 'did my time'. I miss having rewards out there in rare spawning NMs. And I will say, having salable items from BCNMs available along Rare/Ex versions from NMs makes the whole thing a "Win".
I liked Abyssea a lot, tiered progress, atmas, everything dropped something, NMs, HNMs, etc. It was a sandbox that one could actually PLAY in. It was good solo, and it was good in small to large groups. It had a little bit of everything for everyone.
I like synergy. The control over the synth is nice, it adds a 'skill' element. I like how it's moved to enhance and combine crafted gear now. It was a little awkward at first, but it's growing nicely into its own thing.
Trial of the Magians huge hit for me. I like going out to weird areas and killing stuff for a while with my friends, at my leisure. In the beginning the trials were a great way to run-into and meet new people. I loved finding myself in a massive alliance killing "crap mobs" with random people; as well as finding some guy in the most uninhabited corners of the world either hunting an NM or some wierd weather/monster combo. You KNEW why they were there, and it was a good ice breaker.
I think that about covers it for me. I could go on, but I picked the stuff that was closest to my heart, where I had the most fun, met the most people, or made the most progress.
Keyera
08-17-2012, 05:31 AM
I'd like to see some changes in the auto-translate stuff, if at all possible.
Readjusting the effects of some weapons and attributes for some weaponskills would be great.
Change the enmity system so tanks are actually tanks.
Somehow make levels 30~75 somewhat of a challenge again, so new players actually learn how to play the game.
Urteil
08-17-2012, 05:32 AM
The beauty of the PvP system in FFXI is that the players/environments can be tweaked separable from all other game play systems. Please breathe life into the PvP system in FFXI by adding some incentive for the less courageous. The system has more depth than many realize and it seems to be entirely on accident.
I am not a fan of world "PvP" as it usually entails 5 guys versus some-dude-killing-flower-monsters, or punch-his-shit-in-when-he's-at-5%-hp. I am a fan of "world" PvP in siege environments or when I willingly go into an area that I am told is "dangerous".
However my goal is not to punk people killing mandragoras in East Sarutabaruta. My goal is to climb atop Paradimo Del Tor help the Burtgang/Aegis paladin who accepted my challenge up the mountain, dust him off, then beat the white off of him.
I hope that specified areas for PvP can be implemented or a "PvP-status" (as in for dueling), and all balances will be held seperatley from other content. This is 2012, the fallacy that by changing things in PvP the entire game will be destroyed is an archaic, dying, circa-runescape era. train of thought.
Before anything else is considered the systems for PvP must be changed slightly and in many ways that is the only thing that is wrong.
Please add dueling and the appropriate options for refusals and blocking requests. Make it possible outside of towns, or even in towns!
Add the ability for people to have a specialized rank based on their dueling status, or Ballista chevron status, change the color of the name, give them a special idle animation. (People go crazy for the smallest stuff. This seems like minimal developer effort for a large gain.)
Please remove the point requirement to reserve Diorama.
Please remove the official matches from the Brenner Arena.
Please streamline the menus for the NPC's.
Please do something about the scheduling of the Official matches.
Please add more instances of the Diorama in Rulude Gardens.
If you do ONE thing and disregard this entire post and NEVER touch PvP again PLEASE (and this is a Dark Knight saying this):
Fix the spell Break and Breakga they do not suffer from diminishing returns as all other enfeebles do.
Add cosmetic rewards (title, aura?, costume item etc.) To the official matches.
Add valuable consumables that can bought with ballista points and used in select areas, such as towns, for a handy reset!
Add convience consumable items such as multi-use warp scrolls, re-raise scrolls, or movement + items buy able with points earned by participating in matches. (There are many other options of course.)
Drastically increase the exp rewards for the winning team in Ballista (30,000+ exp).
Or give the option to recieve Conquest Points/IS/Allied Notes something (5-10,000~).
Or give the ability to choose a reward such as Void Dust that can be used in conjunction with other content.
Or give out a small amount of ancient currency to a team that scored enough cumulative points and achieved victory.
What the hell give out 3-5 alexandrite per person to the team that scored enough cumulative points and achieved victory.
But what if people just stand around and trade matches?
-I highly doubt such coordination were to exist, and people like me would come in droves just to mess that up and take it for ourselves.
But what if people just stand around and try to leech?
-The point requirement scored by achieving Ballista objectives would ensure activity and as you don't know your value until the end of the game - there is no way to guarantee you are doing the minimum. Also just like how I don't invite gimp people to my provenance runs, people will start to avoid you.
The beauty of this game is that there is no specified "set" for anything, we collect gear and use the sets as appropriate for the situation. Please promote a synergism between PvP and PvE by allowing the events in small ways to feed into the other. Isolating events by locking people into static sets is not the answer.
Keep the incentive for people to strive for legendary equipment by keeping it legendary in player versus player conflict, there is more to the game than thugging around.
Synergism:
The best example I can give is official matches giving 2-3 void dust to each person on the winning team or a straight amount of conquest points, allowing them to fuel their foray into other content.
There are more I'm sure but that explains the idea most concisely.
(...and perhaps if you are not too busy can you please make Bale Flanchard +2 add one more status effect absorbed to Absorb-Attri when used in conjunction with Nether Void. . . thank you.)
ProfessorD
08-17-2012, 05:39 AM
This will be 2 seperate thoghts on some ideas.
First what about for fishing being able to rent a ferry for a few hours to go out fishing on the ocean, lakes, or a river.
You could make it where you can be randomly attacked by either pirates or mobs that pop up like a ferry. Also make it where you can invite friends to go with you so can have a small party out there.
ProfessorD
08-17-2012, 05:41 AM
Second.
What about making a trial or upgrade available for your original AF weapon. Upgrade it to lv 99 and make it decent to use. For example smn you can go and get a carbuncle ruby and fight the regular avatars to gain there powers on it and then the npc could fuse it with the AF weapon to produce a totaly new weapon. I know for sch there AF weapon was a spell but you can make a staff or something that will compliment the spell.
Byrth
08-17-2012, 05:50 AM
The Enmity system was primarily designed and best balanced for level 20~50 content. It continued to work at 75 because we accepted that DDs eventually capping Enmity through damage was an intended mechanic instead of an accidental outgrowth of scaling up from level 50. Now we're level 99 and DDs capping Enmity isn't an eventual byproduct of lowmanning, it's the necessary outcome of killing anything within the event's time limit. The Enmity system needs a serious re-work.
I understand that you guys have invested a lot of time trying to make abilities and things that will circumvent the obvious problems with this enmity system, and I can appreciate that many of them would be broken or need adjustments if you changed this. Still, though, you've made a game where it's difficult for anyone to intentionally hold hate unless that is their party's only goal. "Tanking a monster while your alliance kills it" is dead as a concept and, unlike many other strategic parts of FFXI that we've lost in the past 24 levels, this particular one isn't solely due to the content.
There are many ways to change this system so that it returns to its level 50 or level 75 balance. Please choose one and fix it. Here is an option (there are many more):
1a) Dramatically reduce the CE/VE amounts gained through doing melee damage by a constant number.
Example: So if you get 4 CE when you hit for 1 damage, after the change you would get 1 CE.
1b) Make CE gain through melee damage to be proportional to the target monster's HP (Ceiling).
Example: If you hit a monster with 100HP for 50 damage, you get 500 CE. If you hit a monster with 100,000 damage for 50 damage, you get 0.5 CE. Ceiling(0.5) = 1 CE
2) Increase the CE of Flash, Ninjutsu, Cure 4, etc.
Reasoning:
By restricting these adjustments to melee damage, you stop people from easily kiting things like ADL and killing them with Rangers and Black Mages. At the same time, for events like Voidwatch you will need to have a job capable of building CE through methods other than damage or the proccing Black Mages may move the monster. You will need a tank again.
There is plenty of danger for melees (AoE TP moves, attacks from Ironclad and the like, spells, etc.) even without the monster actively turning around and hitting them. Making them effectively unable to cap Enmity isn't much of a balance risk and is the easiest way to restore "tanking" to the game. Mages will need to use Enmity down sets instead of just saying, "Well whatever, the melee will keep hate."
Again, I don't care which option you pick to fix Enmity, but the system needs to be re-worked so that it plays some role in the game again.
Emdief
08-17-2012, 05:55 AM
It would be a huge investment, but FFXI is still working after 10 years so Please consider remaking graphic/textures/shaders.
Square Enix has spent the last years remaking old FF episodes for several consoles, like wonder swan color, psp, ds and even mobile. I understand Vana'Diel is huge, but I think the game still has the potential to attract new players, and it shouldn't really compete against FFXIV. Try to offer a different experience with the two games, just as you guys are doing with Dragon Quest X, but please, keep in mind that players want to play with something at least decent looking. FFXI is 10 years old and doesn't use cell shading, so you can feel all those ages.
Companies like Funcom (Age of Conan) or Turbine (Lord of the Rings online) managed to upgrade their products' graphic just by releasing hi-resolution textures packs. I believe that most of the playerbase currently playing has developed a strong bound with FFXI, and I can personally say that I would pay some extra money to have a graphic upgrade.
Also, if you guys think this would be way too expensive and not worth it, please consider releasing some dev kit to the users. Gamers' communities behind games like Grand Theft Auto are constantly working to improve the technical quality of their favourite games, and I firmly believe some of the players would gladly start working on remaking textures at least.
Let PS2 go, make a good use of Xbox/PC hardware and invest some money on a game that can still be profitable. After spending 200 millions USD on FFXIV I think it might be worth it, considering the playerbase. Don't just keep the users you have right now, look for more if you guys still believe in this project.
PS: apologies for my english, I'm italian (and I'm from the press, so I'm watching you! >_<)
Edit: Kickstarter might be an awesome way to check how many people are actually interested in spending money for a graphic upgrade.
Community
- Keep this level of communication you showed in that post. Do it often.
- Have someone from the team keep track of sites like BG and AH, they're extremely popular and there's a lot you could learn.
- Improve LS community website.
General
- You know Windower exists, instead of ignoring it, just implement most of those features so people will actually listen when you tell them not to use third party programs.
- Allow us to split battle info and chatlog.
- Specific stat informations. We know how to calculate them, no reason to keep them hidden like it's a big secret, just remove the hassle for us to do boring math and tests everytime.
- Bigger macros.
- BIGGER GOBBIEBAG FFS!
- Maintain the new approach we've seen lately of "even if it can't be done on ps2 we'll do it for pc", it's cool if people want to play on that old platform, but don't hold back for pc.
- Make it so Furniture doesn't consume moghouse space, something like a separate kind of slots(like temps in inventory). We love decorating our mog, but space is a big issue.
- Visible ranged weapons. Seriously, let us toggle between main and ranged slot if necessary, but let me show off my bloody gun.
- Raise cap on meritable WS.
- Chatoyant obi, Chatoyant gorget.
- The chance to chose the augments you want is nice: less random, more choice.
- Better magic oriented food.
- Add to the merit categories "Other" things like magic attack, magic accuracy, magic defense, etc.
Battle
- Adjust enmity system. You know it doesn't work. All important mobs already have very damaging aoe moves, no reason to make it so they even turn around and hit extremely hard every dd who swung last.
- Adjust the difference between 2handed weapons and 1handed weapons.
- Less death moves.
- Less luck based stuff.
- Don't make paralyze eat recast time of JAs, or at least make it so it only takes 50% of it.
- If paralyze has to proc on magic, make it so it only procs at start and not at 80% or stupid things like that.
Nyzul
- Name lamps or remove the order chance.
- Give it a better progress aspect. Old Nyzul was an awesome event, new Nyzul is shit.
Dynamis
- Ban beastmasters(lol joke)
RDM
- AoE Temper and Haste.
- An enfeeble that cause the mob to take damage everytime it does an action for a period of time(just throwing ideas out there, but add new things, think about it a lot).
BLU
- Allow to save magic sets.
- Reduce VW proc list.
- Anything Prothescar told you about physical spells.
PUP
- More slots for attachments.
- Saved sets of attachments.
COR
- Remember you made promises about Quick Draw.
- Where is my Annihilator? (nope, I'm not giving up)
Last but not least
- Play the game. And I don't mean just test stuff, it's obvious that you do that, but make characters on any server and play all the content, you'll notice a lot that doesn't work.
sc4500
08-17-2012, 06:02 AM
Make Walk of echoes a worldwide servers event.
Allow people to choose a different server from the one they are in when they enter walk of echoes. You disable the trade function and disable the bazaar functions when in the walk of area zone. This prevent the cross servers contaminations of gear and items, you still get the items from the drops in walk of echoes. Then make it so every week have a walk of echoes tally for the servers and the least popular server will get a small treasure hunter boost in there walk of echoes.
Will allow people that over the years that have met friends from other video games and you find out play FF11 on a different servers though. You will be able to have a event with there friends and your friends that happen to be on different servers to be able to play with each other. Heck you might get all the friends together so there friends decide to pay the money for a server transfer, so you can make more money.
It is a pain to do the sign up process for new accounts and/or old accounts
Can you update playonline website with a video on how to make a new account and sign up on the xbox360.
Can you have a video for the xbox360 users on how to get a content id from steams version of the game since a lot people on the xbox 360 version can only get used copies anymore and were to use there content ids for there squares account.
Can you update playonline website with a video on how to make a new account on the PC.
Can you update playonline website with a video for older players that are coming back on how to transfer there playonline accounts to square account. And have a way that if a person got a outstanding charge how to pay it so they can transfer there playonline account to squares account.
Short and sweet until I think of more.
Make the Universal Ninja Tools craftable.
Phantom posting into the thread but i would also like to direct you to this thread (not sure if it's been pointed out yet but meh)
http://forum.square-enix.com/ffxi/threads/24269-byr1001-Uncapping-the-Merit-Point-Categories?p=353481#post353481
Community
- Keep this level of communication you showed in that post. Do it often.
- Have someone from the team keep track of sites like BG and AH, they're extremely popular and there's a lot you could learn.
- Improve LS community website.
General
- You know Windower exists, instead of ignoring it, just implement most of those features so people will actually listen when you tell them not to use third party programs.
- Allow us to split battle info and chatlog.
- Specific stat informations. We know how to calculate them, no reason to keep them hidden like it's a big secret, just remove the hassle for us to do boring math and tests everytime.
- Bigger macros.
- BIGGER GOBBIEBAG FFS!
- Maintain the new approach we've seen lately of "even if it can't be done on ps2 we'll do it for pc", it's cool if people want to play on that old platform, but don't hold back for pc.
- Make it so Furniture doesn't consume moghouse space, something like a separate kind of slots(like temps in inventory). We love decorating our mog, but space is a big issue.
- Visible ranged weapons. Seriously, let us toggle between main and ranged slot if necessary, but let me show off my bloody gun.
- Raise cap on meritable WS.
- Chatoyant obi, Chatoyant gorget.
- The chance to chose the augments you want is nice: less random, more choice.
- Better magic oriented food.
- Add to the merit categories "Other" things like magic attack, magic accuracy, magic defense, etc.
Battle
- Adjust enmity system. You know it doesn't work. All important mobs already have very damaging aoe moves, no reason to make it so they even turn around and hit extremely hard every dd who swung last.
- Adjust the difference between 2handed weapons and 1handed weapons.
- Less death moves.
- Less luck based stuff.
- Don't make paralyze eat recast time of JAs, or at least make it so it only takes 50% of it.
- If paralyze has to proc on magic, make it so it only procs at start and not at 80% or stupid things like that.
Nyzul
- Name lamps or remove the order chance.
- Give it a better progress aspect. Old Nyzul was an awesome event, new Nyzul is shit.
Dynamis
- Ban beastmasters(lol joke)
RDM
- AoE Temper and Haste.
- An enfeeble that cause the mob to take damage everytime it does an action for a period of time(just throwing ideas out there, but add new things, think about it a lot).
BLU
- Allow to save magic sets.
- Reduce VW proc list.
- Anything Prothescar told you about physical spells.
PUP
- More slots for attachments.
- Saved sets of attachments.
COR
- Remember you made promises about Quick Draw.
- Where is my Annihilator? (nope, I'm not giving up)
Last but not least
- Play the game. And I don't mean just test stuff, it's obvious that you do that, but make characters on any server and play all the content, you'll notice a lot that doesn't work.
Pretty much this as well.
bloodydeathblow
08-17-2012, 06:16 AM
More guild points per day.
Please allow beastmaster to perform a skillchain with pets.
(BTW to players, its easier to sort out the +'s if you keep one idea per post w/ all the details there).
I think the charge system for ready moves would be useful for what level of skill chain can be done as well.. 3 charges for level 3 skillchain, 2 charges for level 2 ... 1 charge for level one.
that is the level of skillchian properties which the ready moves would have.
Kylos
08-17-2012, 06:24 AM
Hello Akihiko Matsui! :)
I have been playing since 2004, and there are some definite problems with certain aspects of this game. Here is what I would like to see.
1) Saving space - Introduce Storage in Jeuno (Possible reward for completing all nation missions), new GobbieBag quests, changing certain items to stack at 99 instead of 12 (E.G. Empyrean Items)
As the game has a lot of jobs, and experience points are so easy to come by, Inventory space is a big problem for most players these days.
2) Auction House abuse - RMT using certain items to sell gil to the fan base. Players who play the auction house by buying items that sell at the NPC for a lot more(Some players will use bots to abuse this). The auction house could have a cap on most items so they cannot be sold for millions of gil at a time, also NPC prices can be addressed for those items that are usually only bought to gain a profit, instead of actually using the item.
Money is very easy to gain nowadays, and that encourages people to sell their services to players who have more money then sense.
3) Magian Weapons having the same name - This is a problem, lets use my Beastmaster as an example. I am working towards having four Astolfo's, two are STR, the other two are Pet PDT- Axes. It is impossible to macro these properly as you will never know which Astolfo will be brought in. I believe the same axes with different stats need different names, so we can macro them accordingly. This could also be the case for augmented items that have the same name, maybe you could make a system where you can add a tag to these pieces of gear, so they can be put into macros.
4) Macro system - Many players have probably said this, but allowing us a way to macro easier would be very nice, specially for those Xbox users who may take longer to change gears accordingly.
The main problem I can see is that you need a line for every gear change, maybe you could allow special macros specifically for gear changes?
Players tend to need to change the majority of their gear for certain situations, and having two or three gear macros for a situation which may end up passing them by, by the time they have changed gear, well you can see how that can be annoying. If the game is lagging, it can make it even more difficult to get back to the gear they had before.
5) Enmity - I have noticed this said many times before, but the enmity system is flawed to the point where the Tank jobs have become irrelevant for most content. Paladins do have their place in certain events, but only if the Paladin is geared very well, otherwise there is no use for it. This could be difficult to implement, but I believe the game needs to get back to needing tank jobs, it made the game more challenging and fun, and Damage dealing jobs had to be more careful.
6) Job tutorials - Since Abyssea was released, I have seen an increased number of players who have no idea how to play their jobs correctly. This is because players only need to level a job to 30, then they can jump into an Abyssea party, open up chests(or leech) and get their job to 99. Players will have no experience on playing the job, and this can be frustrating for more veteran players who feel the need to try and mentor these players.
Players are not as friendly as they used to be though, so it would be nice for the game to have an area where the game can teach players not just the basics of the game, but the basics of each job, showing them how certain abilites are used, what their role in a party is etc.
7) Merit Weapon Skills - Me personally, I would love to be able to fully merit more of these, it takes a lot of merits to cap one, and if your a player who likes to play many different jobs, it can be frustrating having to leave certain ones out.
8) Upgrading older gear - I have noticed older gear become even more situational over the years, specially the add-on rewards. Could these add-on rewards be upgraded to 99 and become more useful? This would give people more reason to do the missions associated with them. Personally I find it difficult to find a group for A Shantotto Ascension boss fight.
These could be upgraded in many different ways, new quests, new magian trials for armour, etc.
9) Rehaul of obsolete gear - The way I feel about old pieces of gear, they should either be updated, or just removed entirely. It seems the problem stems from Abyssea, as players usually level from 30-99 with no need for gear, all the old gear have become useless or very situational. What can be done about this? Maybe they could be used in recipes for newer gear?
10) PVP - The game has never really reached its full potential when it comes to PVP. Certain servers are very dedicated to their PVP sessions, and there was a time SE did events for this part of the game.
The main reason why it is not used so much, is because you the only reward you get, is the satisfaction of beating other players and the "Sport" of the event. Why not make PVP more appealing? You could add rewards to it for competing in arranged events. You could add a point system so those teams who win, can save those points for certain items?
11) More power for Alliance Leaders and Linkshells - This is something which has bugged me for a longtime.
The problem for me is Party leaders in an Alliance. The Alliance leader cannot kick or change party leaders when it is needed, therefore the Alliance has to be broken up, and if certain members are away, this becomes an ordeal as you try to make sure the correct people are in the correct parties, just because of one person.
Allow the option for Alliance leaders to change the party leaders? As the Alliance leader is the authority, it would be a great addition and stop a lot of problems.
Linkshells are even worse. This is because Pearlsacks can kick out linkpearls and no one even knows who did.
Maybe an option should be added for LS leaders, so text appears in the linkshell when someone kicks another player? This way if a Pearlsack player decides to kick a Linkpearl player out of the linkshell, it can be recorded.
Or you could bring out a new form of pearl, where the player can make new linkpearls, but do not have admin rights to kick other players? This could solve a lot of problems and linkshell drama.
12) Linkshell merging - Ever tried to make an event which involves more then one linkshell? It can be quite difficult as everyone has to be in the area. What about an option where linkshells can merge into one big linkshell so they can communicate with each other? Some linkshells grow larger then 64 members, and it would be nice to merge a second linkshell to accommodate for those members who cannot enter the main linkshell. There could be limits on how often this can be done so people do not abuse the system.
I cannot think of anymore right now. If I have anymore ideas I shall pitch them here. Thanks for reading!
Kylos DRK THF BST COR PLD WAR - Cerberus Server
Zagen
08-17-2012, 06:24 AM
COR should have an ability like Pianissimo.
Juggernautx
08-17-2012, 06:25 AM
Suggestions To Improve FFXI:
-1. Add more 3-6 man content & solo options for battlefields.
-2. Adjust Alexandrite, Heavy Metal, Dynamis Currency requirements. More time enjoying the game & fun / less time spent in boring farm session #500 etc.
-3. Enmity Fix = Make NM's do A LOT more Damage. The hate system isn't the problem. Everyone taking more damage, means mages have to prioritize MP as they should for healing tank > mages > dds as in the days of old. It forces dds to not go overboard or they end up dead/weakened etc. It's called strategy and it used to exist before: Embrava/Perfect Defense /afk while zerg on.
-4. Allow ALL merit categories to be fully upgraded. It does NOT break the game. Specialization should come through changing your job in your moghouse. Aka. You want to heal job change whm/sch/rdm/blu etc.
-5. Remove timer restrictions from all battlefields. This is the reason Embrava/Perfect Defense zergs are used. When you have to kill Provenance Watcher or Odin v2 and have 30minutes to do it. Winning before the timer is up becomes a lot more important than asking is this fight balanced? And does it require strategy/skill?
Remove the minimum number of players required to enter all battlefields as well.
-6. Bring back server wide ballista tournaments and make new ballista arenas that are free to enter etc. PvP doesn't get enough attention.
-7. Expand on available inventory. We don't like using slips and storing gear with NPC's. It is annoying and a waste of time.
-8. Allow special augments to gear or upgrades to you character that are available to high lvl crafters only (Ex. 100+ skill) etc. This will encourage people to level crafts up if they wish to take advantage of the bonus as well as to keep items showing up on the auction house.
-9. Make the game harder. Need to fine tune the balance between difficulty/accessibility.
Please no more abyssea / atmacite pseudo super power buffs.
-Job Specific-
1. Blue Mage : -Fix Blue Magic formula so that spells are more relevant against high lvl monsters.
-Make Unbridled learning specific spells; normal spells available to blu to set instead. Change unbridled learning effect to double the next spells effect.
-Fix the accuracy of blue magic spells add effects / enfeebles.
-Increase the amount of blue magic spell points.
-Get rid of or greatly reduce the spell lock after changing spells.
2. Dark Knight : -Further reduce dark magic casting / passive ability similar to blm with elemental magic.
-Double or Triple the duration and effect of absorb spells. So they are worth casting.
3. Summoner : -Addition of new job ability buffs unique to summoner.
-Add Summon Specific magic spell line (not just avatars/spirits) Aside from new avatars.
4. Ninja : -Add jubaku ni
-New line of available and stackable shurikens. Throwing weaponskills.
5. Ranger : -New options for ammo / cost adjustments
mac121
08-17-2012, 06:42 AM
hello.
first time posting here . So here goes , me personally on what i would like to see is the cost of relics lowered and perhaps mythics. I think that 30k alexandrite is a little bit much.
Well anyway here's hoping , thank you
I would just once like to be able to permantly change my race. I would even pay for it. After all this time, I chose wrong, and cant bear to start over
Seankp
08-17-2012, 06:49 AM
Copy/paste from my Einherjar thread. [dev1###] Einherjar Renewal Revamp Suggestion (http://forum.square-enix.com/ffxi/threads/26426-dev1-Einherjar-Renewal-Revamp-Suggestion)
[dev1###] Einherjar Renewal suggestion
I know I'm not the only one who thinks Einherjar renewal was very lack luster, and the later "fix" for the entry conditions made it that much worse.
First off, when the renewal for Einherjar was released, it was a very welcomed change due to eliminating the monotony of requiring everyone to possess 1 feather from each tier. Regardless of whether this was a "bug" or not, it was welcomed and the player base enjoyed the change. However, the "bug" was corrected or fixed and now everyone once again is required to possess 1 feather from each tier.
Secondly, Odin's Chamer II... This was and is the most disappointing part of the renewal. Odin's Chamber II offers only 7 new items, Heimdall's Doom, Laeradr Breastplate, Laeradr Helm, Herja's Fork, Eihwaz Ring, Dagaz Ring, and Othila Sash. This is in addition to everything else you can gain from the original Odin's Chamber, minus Valhalla Helm, Valhalla Breastplate, Valkyrie's Fork, Hofud.
A "True" renewal of Einherjar would have made it worthwhile to everyone, not just a select few who benefit from the new Helm, Body, Fork, Sword, rings and sash.
These are my suggestions for a different Einherjar renewal.
1. Change the entry conditions back to the "bugged" way with a small change.
Odin's Chamber I - Only the person using the Lamp is required to have 1 Feather of each tier, everyone else is not requires to have anything.
Odin's Chamber II - Person using Lamp is required to have all 9 feathers and Mark of the Einherjar, everyone else is only required to have Mark of the Einherjar.
2. Adjust the loot pools
Odin's Chamber I - Small change here, simply add all sky abjurations to the pool, no other changes. If not all, then at the very least add Kirin abjurations.
Odin's Chamber II - Big change here. Remove all Sky and HNM abjurations. Replace them with Voidwatch, Legion and Provenance abjurations. In addition to this, take into consideration to add Meteor and Arise to the loot pool. If the loot pool from 1 monster has a limit of number of items and needs to be restricted, remove all Phantasmal and Hadean abjurations as well, otherwise ignore this sentence.
I understand the above change would affect Legion in a somewhat negative manner due to the abjurations from there dropping in Einherjar. However, the Abdhaljs's Honor only comes from Legion, thus a requirement for Legion would remain.
The main thing about this entire suggestion is attempting to make Einherjar relevant again for everyone, not a select few as the original "renewal" did.
Byrth
08-17-2012, 06:55 AM
Taken from this thread: http://forum.square-enix.com/ffxi/threads/24269-byr1001-Uncapping-the-Merit-Point-Categories
I have a simple suggestion that would help the game, would not be difficult to implement, and would not cause any serious balance issues.
Remove all the merit point category caps.
(Category Caps are the limits on a group of merits. So the category cap for Tier 1 merits is 10. The category cap for Combat Skills is 30, etc.)
A. Will this cause balance issues?
No, because:
1) The strongest players pick one of their jobs and merit for it.
2) If they are perfectly merited for one job, it presents the biggest balance threat when given more merits because you have to assume that they would be on that job in situations that require high performance, the hardest events.
3) If they are perfectly merited for one job, any future merits that they obtain from having the cap increased will necessarily be less valuable to their job than the ones they already have.
4) Optimally-merited jobs barely benefit from increasing the caps.
Example:
Warrior is in some ways the greatest threat for this kind of adjustment because they are so versatile, so the limitation on combat skills/stats stands to benefit them the most. Still, what happens if you uncap a perfectly merited WAR?
- They gain 12 DEX and VIT.
- Their Warcry and Aggressor recasts drops 50 seconds.
- Instead of meriting three of Upheaval, Resolution, Ruinator, and Stardiver, now they can merit all four.
- They gain 14-15 accuracy (0-8% hit rate) with some of their proc weapons.
So you have barely made Warrior stronger. The other jobs benefit even less than this. Plus, at a time when people complain about the difficulty of events (like Legion, Provenance Watcher, etc.) this gives them an opportunity to help themselves. I mean, what do you want our failure rate to be on these events? Is it really too low at the moment?
B. Why should we do it?
1) This will give players nearly-unlimited potential for character growth. - It would take 6706 merits to cap out. Players currently have ~2000 or less. Even with an epeening "I get 250k/hr" Abyssea party, it would still take them almost 80 rl 24-hour days to cap out from 2000 merits.
2) A limiting merit system has always been the antithesis of the job system. - One of the major draws to FFXI is that the game lets you play through with only one character, which you are free to become attached to. There are certainly times when you need to change your role, and the job system accommodates that. It is silly to suddenly reverse this at the level cap, which is where players spend almost all of their time these days. When the cap was at level 75, you go 1 to 75 as a Red Mage playing however was convenient in any type of party, but Tier 2 merits forced you to decide whether you wanted to use your Red Mage to solo or do Salvage.
3) Programming-wise, this almost has to be possible and reasonable. - The category caps have been increased before several times. You could either remove them from the interface (clean) or increase them to the maximum amount (dirty but definitely possible).
4) At a time when content is sparse, this would give a much-needed boost to activity. - People want to play, but don't have anything that they can do to improve their character. This would make it so there is almost always something they can do.
5) Increased participation in events/systems that yield XP. - More people would do Grounds of Valor. More people would do Campaign. More people would do Besieged. More people would do Dominion Ops. More people would do Voidwatch. etc. If you increase the incentives, you increase the odds that people will partake in an event. Giving XP value serves as an incentive.
6) It would stop well-intentioned and dedicated players from making bad decisions. - There is nothing more disappointing than seeing someone with a relic, mythic, empyrean, etc. that obviously cares about their job and then discovering that they have merited in a very inefficient way. If you eliminated the merit category caps, people would cap all of the relevant merits for the job they love and this would simply not happen.
Fellow posters, I challenge you. Come up with a situation where the above proposed change would alter the way we do any event. Where it would make something noticeably easier. Where it would affect the "balance" of anything. Try!
Ahoooooo, and Thank you.
Short and Sweet.
Blm.
1. Merit-able Magic Attack Bonus trait.
2. Add a job ability "Elemental Wraith" on a 20 minute timer allowing a blm to force a critical hit with their next elemental spell.
3. Place more emphasis on elemental weakness with all monsters (except for the few that are just all and all resistant to magic), making Stone and Water spells useful again.
4. Give all mobs a minnimum amount of mp so I can Aspir it, 50 would be great 100 mp would be better.
5. ..... that's about it.
Thank you for your time.
One thing I never got about 11 as opposed to older FF's spells of the same tier all had the same base damage but the situation they were useful was incumbent on the enemies individual weakness whether the spell was more effective, based on the tiered system for learning spells I semi understand the potency imbalance but it's just something that has always personally irked me.
Besides I think most peeps would be peeved even if all tiered spells were adjusted to have the same base damage as the thunder spell of that level it'd require them to possess more gear and merits for other elements to be versatile enough for the situation.
Alei_Bahamut
08-17-2012, 07:46 AM
My name is Alei from Bahamut Server and I am the Linkshell Leader for AntiquityPlusOne.
Our FFXIAH Linkshell Profile is here: http://http://www.ffxiah.com/linkshell/Bahamut/AntiquityPlusOne
The reason I'm posting on here is because I would like to see an improvement being made to the size of linkshell members that can be within a single linkshell. As you can see with the links above my linkshell has over 120 members. That is just the members that have registered. Last Saturday night my linkshell had upwards of 106 members online. We are unable to stay in our primary linkshell, because the main linkshell can only hold 64 members online at one time. As such we have become what is known as a two-linkshell linkshell.
Another way to work around this would be to impliment the capability to wear multiple linkshells at the same time similar to Final Fantasy XIV.
I look forward to the work that you will do to remedy this quickly. Thank You.
In response to Seankp: honestly when they added the buyable KI and the ability to access odins chamber back to back I thought it was intentional in order to help with faster ampule accrual, was some what annoyed/shocked when they adjusted it.
Basically would request that it be reverted.
Firstly, I would like to thank the producer and dev team to allow us this incredible opportunity to express what we as a community would like to see, even if it's not implemented it's nice to know you guys are listening, it is because of this I feel we're heading in a great direction.
As there are many many reply posts already, I'm sure not all posts will be read ( I haven't read them all myself ) however I hope that my voice will be heard. All the posts I've seen in the replies deals with Job Abilities or Changes to current content. What I would like to see myself change is very different I think what will really change this game is the Community
There has NOT been any updates to the social aspect of this game, since it's launch. I have only heard countless times "I would quit this game if it wasn't for my friends" I would like to see us be able to kick members our of the LinkShells even if they are not online, I would like to see us be able to chat in more the 1 linkshell, I would like to be able to Blist a player even if he's not online anymore. These are only a few things that I, personally would like to see, I understand if not everyone feels the same way. However with the game population decreasing rapidly (look at how many servers we have left and what the avg log in is now compare to a year ago) It's more then ever important to allow players to make good friends to keep each other going. Any updates to the UI or Social aspect of the game is a huge plus for me.
Thank you for taking the time to read my post.
RushLynx
08-17-2012, 08:19 AM
Having played this game for roughly 8 years I've seen it go from extremely challenging to fairly casual in recent years, but something remains the same. Players who are most willing to back-stab other players and find ways to cheat the system are the ones that get ahead of everyone else, and up until this point it's something that people just stay quiet about for the most part. I don't have a very specific suggestion for you, but I'd like you to take note of this moving forward and keep it in mind.
Back in the days where King Behemoth, Nidhogg, Aspidochelone, and Sky Gods were the primary target of end-game LSs there was a huge botting problem for a very long time, the Linkshells with the best hacks and bots ruled supreme over the server. Then there was the fiasco when Tavnazian Safehold was new, a small group of players exploited an error in the buying price of an NPC to such a degree that I believe the server economy has still not recovered. Until the Dynamis re-haul, relics were extremely difficult to obtain and many people obtained theirs (some multiple relics) simply by stealing from others and cheating. I know SO many people on my server that casually walk around with their relics when they got it by starting a LS, promising their members that they would store the dropped currency (typically sell it) and split it all once a month or so, and then proceeded to take it all for themselves. Now there's things like the new Nyzul Isle, some players have already obtained all the drops, but they didn't do it legitimately, they did it by cheating to see the order of lamps and stuff. Then they had the nerve to start selling the items via Jeuno shouts for absorbent amounts of gil. There are tons of examples like this. Over and over again these players get rewarded at every turn and it disgusts me.
I want this to stop going unnoticed, I want this game to be fair again. I've come to terms with the fact that much of the content in this game has become extremely casual in contrast with the past, but it seems like some of the easy things are unintentional. Players solo empyrean weapons and relic weapons every day now, but they don't usually do it by themselves, they do it in a duo... with themselves. It seems more and more common for people to have an alternate account that they "dual box" with to solo content, which is fine... I'd imagine it takes some skill do accomplish this, but they also use 3rd party programs oftentimes to control the other account. Stop pretending like these sorts of things don't happen. Stop pretending that programs like windower don't exist and that the vast majority of your players don't use them. By ignoring them you just encourage (and sometimes force) players that want to play legitimately to start using them, because they can't keep up with the others who do use them. Make this game fair again, not the anti-social cheat-fest it's often boiled down to over the years. Whenever fairness seems to start lacking, the fun aspect starts lacking as well; and even though you make extra revenue every time someone makes another account so that they can dual box and solo things, you also lose more real players who have no interest in doing what they feel is ruining the game they've loved for so long.
Elais
08-17-2012, 08:57 AM
I have to agree Alei on Linkshell member cap being increased over 64 would be a nice change.
My linkshell Core on Sylph has 99 registered members on FFXIAH and at least a total 110-120 total members including people only on 360 or ps2/3.
http://www.ffxiah.com/linkshell/Sylph/Core
Suggestions To Improve FFXI:
-3. Enmity Fix = Make NM's do A LOT more Damage. The hate system isn't the problem. Everyone taking more damage, means mages have to prioritize MP as they should for healing tank > mages > dds as in the days of old. It forces dds to not go overboard or they end up dead/weakened etc. It's called strategy and it used to exist before: Embrava/Perfect Defense /afk while zerg on.
Though you had many good points/reiterating previously made points i'm unable to like yours for this reason alone this is not a fix nor does it help anything, they tried this already its called VW and guess what it's impossible without fanatics spamming.
Claquesous
08-17-2012, 09:29 AM
Updated Player Search
Welcome Producer Matsui. I hope you will consider my suggestion.
I have been playing for about seven years now. For the first five years or so I was a very avid player, playing probably 40-50 hours a week. Over the last couple years, I haven't had nearly as much time to play and probably average under 5 hours a week now. I suppose that would classify me as a casual player.
Most of my friends with whom I played a few years ago have moved on. Though I meet nice new people almost every time I log in, it's very hard to form close friendships since I frequently go three or four weeks without playing. There is almost no one left in the game that I would feel comfortable asking for help. Since there are even fewer things I can do without help, this leaves most of my goals unfulfilled.
I spend most of my time "playing" the game by sitting in Jeuno and watching for events I need or I think would be fun. Needless to say, this is not very enjoyable and I've considered moving on as well.
I think all my concerns could be solved by updating the search function. In the past, I used to use the search function frequently to build experience parties, but now I only use it to see if a player is online or not.
Here are some of the features I would like to see added to the search function:
Advertise multiple jobs instead of just the one I'm currently logged in as.
Do not advertise jobs I do not wish to play.
Indicate which mission story lines I would like to proceed with.
Search for people which are on the same mission as me.
Search for people on the same LB quest as me.
Search for people who would like to team up for Campaign.
Search for people with the same Assault rank as me.
Search for people attempting the same Magian Trial as me.
Search for people looking to do the same BCNM as me.
Search for people willing to do Limbus/Einherjar/Salvage/Legion.
Search for people who would like the hunt the same Notorious Monster as me.
Advertise my willingness to do multiple of the above events / activities.
I would implement this by replacing the current search tab which allows you to select one of about six options (Looking for Experience, Looking for Missions, Looking for Items, etc.) with a complex dialog box similar to the ones used for options. I would still leave the ability to have a search comment.
After I set my options, they would be stored to the server and would be searchable whenever any other player uses the search function. When I log off, my search record would be deleted from the server. Since the new functionality would be server based, there would likely be no concerns about PS2 limitations. (Only the new dialog boxes would affect the client.)
I would understand if I was limited to say four or five of the options above. I am also unsure how I would implement the function to search for people looking for the same NM as me. Perhaps I would search for type (ZNM, NM, VWNM, etc.) and zone then leave a comment with the specific name?
I know I'm asking for a lot and I honestly believe is it all possible but I would be very happy with even a subset of these enhancements. Thank you very much for your time.
Keinn
08-17-2012, 09:31 AM
-Please make the weapon skill Cloudsplitter do more damage so that it is worth using.
Almost as much damage as Ruinator outside abyssea with decent gear would be nice.
-Other Empyrian, Relic, and Mythic WS also need tweaking. Some that come to mind: Quietus, Camlann's Torment, Atonement, and many others which are terribly underpowered and underutilized.
-Please make Storage accessible from any moghouse.
Prothscar
08-17-2012, 10:08 AM
Would like to add on to my previous post.
#6: Increase the Duration of Blue Magic buffs
Spells suck as Barrier Tusk, Triumphant Roar, and Feather Barrier are completely useless as they currently stand, as they have far too little durations and too long casting times. Please look into adjusting this.
Shiyo
08-17-2012, 10:23 AM
Embrava removed, perfect defense removed. Reliance on 2 hours to kill almost all new NM's/content added removed, 1 shot AOE tp removed removed, AOE doom tp moves removed, AOE weakened TP moves removed.
More battle strategies than "TP BURN THIS WITH EMBRAVA/PD!" More interactive gameplay for mage/support jobs(bard cor and healers were VERY interactive and fun at level 75, they are not at 99 at all. Mainly because you need to PD zerg everything and kill it in 30 seconds or you die due to uncurable/unavoidable 1-2 shots, and the fact almost everything is immune to enfeebles/highly resistant to magic damage). Less mobs immune/highly resistant to debuffs/magic damage.
Dancer receiving more support abilities or ways to support their party and less DD buffs, enmity system existing again, Yonin/Innin actually being useful and making NIN a DD OR a tank. Str/dex formula for 2h weapons applied to 1h, PDIF capping the same for 1h and 2h weapons.
Kwity
08-17-2012, 10:37 AM
I would really like to have HNMs again, but maybe with 8-12 hour repops instead of 21-24 hour repops. I would like the HNMs to require skill and strategy, instead of giving them moves such as "death" that randomly wipe out key players, and no things like brews or atmas to make the fights easier. I would also like neo-nyzul to be more like the original. The original nyzul was one of my favorite events, and I was really looking forward to neo-nyzul; however the random floor jumps make it frustrating, and I do not participate at all on the event.
Raksha
08-17-2012, 10:47 AM
How about doing the stuff you've already said you were gonna do like make Storage accessible from any mog house.
Sparthos
08-17-2012, 10:50 AM
Here goes nothing:
Legion
Understandably, I see what the core focus of this event was trying to do (a free-for-all against the old HNMs) but what we have in actuality is so far from the concept that it borders on unplayable. From 30mins being too short to get anything done without mindless zerging to the battlefield catering only to Embrava/Perfect Defense/Stun Everything strategies that further limit what you can do - Legion winds up a chore in its current incarnation rather than something players can enjoy.
What I'd like to see:
-Increase the time limit to 60mins: Clearly 30mins is too short for most alliances and such stringent limits lead to alliances composed of a handful of jobs that can survive in such conditions.
-Simplify the event: Rather than 3 monsters at a time throwing their most powerful attacks out in rapid succession how about 1 monster at a time with a randomized penalty/reward within the chamber ala Nyzul Isle? Something along the lines of:
-Physical Damage penalties.
-Ranged Damage boosts.
-Monsters receiving increased status parameters.
-Monsters that spawn immune to all but one type of damage (slashing, blunt or piercing)
-Stat boosts. (+STR, DEX, INT, MND)
-Players receiving PDT/MDT boosts/penalties.
The idea would be to make the event random to some degree, play up the strengths of shunned job classes, promote diversity and allow individuals to enjoy each HNM free from having to rush, rush, rush simply to get the hall clear.
Increase the rewards: Players are driven by gear and while Legion has rewards that are worth chasing, these are largely stuck only in the final chamber. Increase the depth of items available under the point menus giving players goals to chase while doing the event.
Ranger:
Ranger has received a potent ranged attack boost recently but in an age where content is constantly Embrava'd the job just cannot keep up with fully stacked DD armed to the nines with capped haste. While this may be intentionally done for balance purposes, I cannot see how this is relevant when Ranger is already designed with very little in the way of defensive abilities.
Auto-ranged:
The ability to fire automatically with ranged attacks would be very potent in eliminating the human delay associated with using ranged attacks. Ideally this would be something that could toggled on and off allowing the player to choose when such an ability is necessary versus staggering shots for strategic purposes.
Barrage:
The ability to know how many shots landed in a Barrage is a simple request.
Sparthosx uses Barrage.
5x! The monster takes XXXX dmg.
Ammunition:
The cost of ammunition caused by expensive materials leads to a situation where either Ranger is paying exorbitant sums of cash for proper level ammunition or a Ranger is forced to use lower level ammo that financially punishes a player simply for playing a class. Paying upwards of 1M/stack for Adaman Bullets seems ridiculous by any stretch of the imagination. There are two ways to address this:
A. Recycle traits that stretch stacks of ammo out longer.
B. Cheaper (material wise) ammo for high-level characters.
Lastly, I'd like to ask if elemental/status ammo could be improved for level 99 play. These types of ammo could prove useful in specific situations (added effects) but as it stands (barring Darkling bolts) they are all too low level for the current level cap and could use some improvement.
Things like:
Fire Arrow+1 - DMG: 48 Delay 120 Added Effect: Fire Damage
Wind Arrow+1 - DMG: 48 Delay 120 Added Effect: Wind Damage
Relic Weapons
I see no reason that all jobs aren't on Relic weapons.
BLU: Excalibur
COR: Annhilator
PUP: Spahrai
DNC: Mandau
SCH: Claustrum
Claustrum/Mjolnir should have relevant mage stats in addition to their physical damage capabilities. MP, INT, Affinity or a unique spell would suffice. It's embarrassing time was spent giving Twilight Cloak a new spell but unique aspects of a Relic Weapon - the upper crust of FFXI weapons - needs years to be "balanced".
We've heard that the newer jobs cannot receive Relic weapons for a variety of reasons. What I'd like is a post from yourself of the devs going into detail about why this cannot be done because as it stands the majority of the playerbase including myself see this claim as silly given the current endgame. The weaponskills aren't overpowered, the hidden effects aren't going to break any jobs and another set of ultimate weapons doesn't address why the newer jobs can't use the Dynamis equipment.
Moblin Maze Mongers
Why is this event not being continued? It was one of the best "quick-fire" events the devs developed and it was woefully underused. If anything, this event should continue to be expanded upon and folded into Meeble Burrows.
Voucher 01 - Kill everything.
-Repurpose this run into an event designed to assist in magian trials via weather runes.
-Add some rewards based on clearing runs to placate those who yearn for the old EXP style. Gather friends, kill some VT-IT mobs and have a shot at getting something 99 relevant in the process in addition to EXP/marbles/runes/cruor/whatever.
Voucher 02 - Survive the swarm.
-A system that awards marbles for each enemy defeated similar to Blitzkrieg.
-Add useful drops to marble rewards.
Voucher 03 - Multi-floor Dungeon
-Introduce a dungeon crawl (6-12man) with bosses on specific floors.
-Play up the random nature of normal monster spawns but allow individuals to be rewarded with rewards from bosses and through marble rewards.
Voucher 04/08 - Crafting
Modified to keep up with increasing level caps.
Voucher 05/06 - Gobbie Adventure Time / Metal Gear Gobbie
-Casual events with casual/aesthetic rewards attached like augmented gear, costumes or titles.
Voucher 07/09 - NM battles
-More NM battles, more direct drop rewards based on specific rune layouts.
-Further utilization of previous models based on player inputs.
Eg: Beastmen rune + Mysticism + SMN rune = Tzee Xicu model monster.
Anapingofness
08-17-2012, 10:51 AM
Firstly, thank you for asking us for what we would like to see in this game.
What I'd like to see done to FFXI? Well.. wow, the list is... kind of huge- but I suppose, I'll start simply so that I don't write a wall of text.
I'd really, really, really like to see some new blood in this game.
Previously, it was said that FFXI is not trying to attract new players. Personally, I think that is a huge mistake and should be addressed. The way the game is right now is very stagnant.
Secondly, I'd really like to see the old and unused context fixed, updated, or altogether removed from the game. For example... Garrison, Eco Warrior, and Ballista just to name a few. I mean the game is chalk full of old/dead content.
In the place of that content I would like to see something that low levels and mid-levels can enjoy. Also, I would like to see content that both high and low levels can do together.
On a more whimsical side, I'd like to see things like vanity gear and barbershops. I think a lot of players would enjoy changing things up a bit. ^^
That is all for now.
In conclusion, thanks for asking us for what we want Matsui-san. I understand that you can't really do as we ask but the fact that you're willing to take the time to hear us out means a lot. So really, thank you.
Nawesemo
08-17-2012, 11:00 AM
I love abyssea... I do. but I still feel a higher ceiling should be met before allowed in. 65 minimum. (I hate myself for saying that with so many jobs underleveled) Re-Impose the Promathia level caps and revamp Raja/Tama/sattava rings, the thrill of defeating those with the caps used to mean something. They created Linkshells, tore them apart and I Honestly felt were the ultimate team building adventure. The ever present chance of death around every corner, Return Minotar , and Mammats to their "formor" glory, readjust or make synergynable the Haste (*edit Speed?) belt. Level Caps Goooooo!!! (or make a option to use the level caps with neat-o rewards, maybe?)
Originalkord
08-17-2012, 11:10 AM
I would like to see an overhaul on the content that is entirely based too much on luck.
Voidwatch: The event mechanics are fine, I really have nothing to add to that. The reward system is horrendous at best. Cells were a welcome addition, and a step in the right direction; however, they still are not a practical solution to the player's complaints. For example, cells are not helping the fact that I am 0/150~ on Ogier's Gauntlets. Seriously this needs to change, and fast. Implement a point system similar to assaults, make me feel like I am at least WORKING towards something instead of this having be a complete and utter waste of my time. I don't care if items are 1000 "points" and you only get 5-10 points per fight. I am not saying it needs to be easy, but anything is better than the way it is now.
Neo Nyzul Isle: I'm sure its been said countless times in this thread so far, but you are forcing players to cheat in order to win at this event. SCH x2 Emp/relic/mythic DD x4 is the only job forumla that gives you even the slightest chance of success. I want to see something that will balance out the fact that this is strictly based on luck. Give us something that will help us to tip the scales in our favor, legitimately. There should be some corrolation between your progress in "old" Nyzul and the way you operate in Neo Nyaul. An example--how about if the person that takes you up has a runic disc cleared up to floor 100 in original nyzul, your chances of getting large, 10-15 floor jumps are increased? This will encourage people to complete the older content in order to do the newer content more effectively.
Anyway, those are just my thoughts. I'm starting to feel just a little bit disrespected over the fact I am spending my time playing a game, and making no progress.
Dohati
08-17-2012, 11:15 AM
stuff i want
Dancer: a dispel flourish would really be nice. even if it took all 5 finishing moves to use, it would still be the best thing that could ever happen to a soloing dancer versus a mob with ice spikes. paralyze instantly makes dances useless, and with ice spikes you can't even remove the paralyze because it will take you about 5 minutes to be able to remove it, and then it's right back. another solution would be to make dancer's dances immediately reusable after failing due to paralyze, similar to spells.
Blue Mage: more slots to set blue magic. blue magic points currently significantly exceed the amount of slots to set spells. in other words, it's too easy to fill all your blue magic slots and still have points left over that you can't spend because blue mage stopped getting new slots every 10 lvls like it did before the lvl cap breached 75.
Red Mage: unique spells that are useful to a party. nobody wants a red mage in their party, which for a support-type job, is an unignorable issue.
new endgame content where you don't have to "proc" the mob or use temps. preferably one that requires you have a kiter or a tank, because a DD wouldn't be able to handle the damage required. basically... i want new, unique endgame that has the same difficulty as the endgame content that was available for lvl 75 players before abyssea came out.
Gaspee
08-17-2012, 11:39 AM
Hello. Thank you for taking the time to listen to our ideas! <(_ _)>
I'd like to see...
1. Mythics more easily obtainable. Especially when it comes to Alexandrites.
2. RNG/COR ammo materials (i.e. ingots, ores) more common to drive down prices. They are very expensive!
3. Neo-Nyzul that is based solely on talent over luck.
Jryan
08-17-2012, 12:01 PM
When I use restoring/healing breath, and the monster dies, my wyvern George seems to lose his will to finalize his action. So could you please help him? Please help George with his motivational problems, and encourage him to finish the task at hand (which is healing his master or other members of my party, who may or may not be getting whacked in the back of the head by 15 other monsters simultaneously.) From one of your faithful dragoon Relic owners, that is all. Thank you.:cool:
Caillou
08-17-2012, 12:14 PM
Skilling up is absolutely painful. When leveling was slower, it was easy to cap a weapon or two in a single party. Those days are over.
My idea:
Introduce a new quest where players can collect mannequin parts and turn them in to our own personal skill-up dolls. The dolls will level up much like our fellowship NPC's. Using the doll frequently will strengthen it, allowing you to use it for longer periods of time. And for fun, allow us to customize our doll and make it look like certain mobs.
Trisscar
08-17-2012, 12:20 PM
Taken from this thread: http://forum.square-enix.com/ffxi/threads/24269-byr1001-Uncapping-the-Merit-Point-Categories
As soon as I saw a crown on that page I knew that a rep would be in there coughing up reasons why it won't happen and bring that dreaded 'balance' in to it. Sure enough:
Good evening, Vana'diel!
As a part of the character growth system, we will be increasing merit caps and adding new categories in the future. However, we will not be removing the cap entirely.
The reason we are not removing this cap is because it would allow players to ultimately max out everything and cause characters to become universal or too versatile.
The whole idea behind merit points is to offer many choices and allow players to choose based on their preferences. This way, even though it’s the same job amongst everyone, their proficiencies and roles are different. With that said, by totally removing the cap from merit points, the fundamental purpose would be lost.
Big surprise Square!
So here is what I would like to see: Please do stop coming up with reasons why you can't do a thing and find out ways to meet our requests (within reason, obviously). That is what these forums are for, as is the test server. Please do fine your employees every time they use the word 'balance', dock their pay, revoke their leaves and vacation times, do whatever it takes.
My only request is opening up character game data/status to developers to create apps to compliment the game. Not only am I working on a Logitech G-series app, I'm also a member of the Switchblade UI Developer program and would love to create a Razer Switchblade UI app to go along with XI.
Byrth
08-17-2012, 12:58 PM
As soon as I saw a crown on that page I knew that a rep would be in there coughing up reasons why it won't happen and bring that dreaded 'balance' in to it.
Maybe this new guy actually wants to know what to change, though!
My only request is opening up character game data/status to developers to create apps to compliment the game. Not only am I working on a Logitech G-series app, I'm also a member of the Switchblade UI Developer program and would love to create a Razer Switchblade UI app to go along with XI.
What is Binder?
Trisscar
08-17-2012, 01:06 PM
Maybe this new guy actually wants to know what to change, though!
Hopefully he'll start lighting fires under everyone's ass.
Almalieque
08-17-2012, 01:23 PM
Abbysea
Increase minimum entry level requirement to 70-75+
6 man xp dungeon
Create a 9 floor dungeon where entry is similar to Abbysea
3 floors are mobs for TP burn parties
3 floors are mobs for Mana burn parties
3 floors are mobs for traditional tank/mage/DD parties
Parties with 6 or less people can get "tagged", similar to atmas, to allow them to kill a certain number of mobs within a certain time frame (i.e. 10 mins)
The number of mobs to kill will vary on the type of mob (i.e. 25 TP mobs for 10 mins, 7 traditional mobs for 10 mins) and the average level of the party
Completing these tasks yield similar value results as Abyssea or "end game" events
There are no beneficial gain for exceeding the necessary kill number before the end of the time limit
The time limit does not restart early.
Trisscar
08-17-2012, 01:37 PM
Abbysea
Increase minimum entry level requirement to 70-75+.
Square, please do feel free to recognize unreasonable requests such as this.
Smokenttp
08-17-2012, 02:06 PM
Square, please do feel free to recognize unreasonable requests such as this.
honestly why exactly this is unreasonable at all?, dont tell me because leveling outside is painfull and an unecessary time sink because it is not, this kind of request in my opinion is just lazyness from most of ppl, leveling is no where harder then it was in the past (outside of abyssea) and in my opinion what ruined the majority of the game is that in the begining they made abyssea 30+ instead of 70+, i belive the major damage that this have caused is that they pretty much picked up 8 years of content and throwed in a garbage can ( the fact you can pretty much get a job from 30 to 99 in one day then just breeze through old content to catch up makes the game experience alot worse then say wining the airship fight while level cap was still on (i needed 6 months to pass that so yeah it was alot hard)).
you pretty much dont have a challange at all in the game and it becomes dull and boring very quick, im not saying also that uping the cap alone would imediatly fix the game but it is not as exagerated as it sounds, anyway look here : http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years%21?p=353272&viewfull=1#post353272
try and to think about it for a moment. i dont know if this will give something for you to think about or if you will just bash me out because my opinions might not be the same as yours but i want to hear your reasons on why do you think its unreasonable and check my points in that thread as well.
Trisscar
08-17-2012, 02:18 PM
*Snip*
That was not an inventation to a debate. The producer said he wanted suggestions of what we would like to see, and I would like to see Square not back slide FFxi into a dark time in leveling.
Also, recap CoP? Seriously? I'd rather see them remove the caps on the few places they still exist.
Hello Matsui,
Final Fantasy XI has come a long way. In getting to where it is today a lot of changes was done to the game, some that was met with high regards, some that was not needed, some that are yet to be, and some that was met with a lot of criticism. I want to point out 3 major game changing implementations that was done to the game and want to see their relevance be reassess for this new level 99 cap era. Here are the three changes below and the links to them.
http://www.playonline.com/pcd/update/ff11us/20050715Pm01B1/detail.html
"The damage and accuracy of a player’s ranged attack are now calculated based on the distance of the player from the monster. This determination varies from weapon to weapon, as does the ideal distance for maximum damage. In addition, the higher the monster’s level is with regard to the player, the less damage will be dealt with a ranged attack."
http://www.playonline.com/pcd/update/ff11us/20060725vNusN1/detail.html
"An accumulative magic resistance effect has been implemented for monsters that /check as "impossible to gauge."
http://www.playonline.com/pcd/update/ff11us/20070828oz52G1/detail.html
"The following adjustments have been made to two-handed weapons:
- Two-handed weapons will now receive larger benefits from a character’s attributes, and will also inflict more damage when facing higher-level opponents or enemies with high defense."
I want these past changes made to the game to be reassess for their relevance in the current state of the game. Most of these changes were made in regards to an level 75 cap era with no foresight into the effects these changes might have on the new level 99 cap era. Undo the two-handed weapons update and you revive the true tank class of the game, Paladins and Ninjas. Low accuracy against high leveled monster was what made Paladins and Ninja such successful tanks in the level 75 cap era. The less damage a job can inflict due to low accuracy situations means the more enmity a Paladin and Ninja can build and maintain since they relied not only on damage but spells.
A distance penalty impose on just range weapons should also be impose on other weapons as well since you can still be about 4 taru steps away from a monster and still hit it with a melee weapon.
A lance, scyth and great axe should do less damage if next to a mob, since you would in theory be hitting it with the shaft of the weapon and not the blade. These weapons should do max damage at the max distance a melee weapon will hit a monster which is about 4 taru steps.
Great swords damage should also be penalize if a player is right next to a monster since the force of swing is landing near the hilt of the blade and not the tip or mid section of the blade. Max damage distance should be same as that of a lance, scyth and great axe.
Daggers and clubs should also be penalize if not next to the mob since you would not be able to hit a monster with such a short blade or blunt if was not next to you. Max damage would be at 1 taru step or next to the mob.
One-handed axes, sword and staves should be the only weapons not penalize because their effectiveness are useful at any location in which you can hit the monster. Damage should varied little from 1 taru step to 4 taru step from the monster.
Therefore if such a thing as distance penalty is to be impose on range weapons you can in theory impose it on the other weapon types in the game as well. This should open up new strategy as well since everyone would have position themselve in combat and not just mindlessly engage a mob.
Magic damage should be able to do full damage to "impossible to gauge" monsters as it already do to normal type monster. Unlike melee characters mages do damage with spells and are always limited by their manapool. Sure you can do a lot of damage in a short burst, but then your left standing on a empty manapool or eating dirt from those short burst or resting to gain back mana. Therefore this "accumulative magic resistance" should have never been impose on magic type damage to begin with. A group should always look to its black mages, and scholars for their main damage source, not to their melee's.
These past 3 major changes in the game are what I want change. If you cannot change it then please reassess their relevance to the new level 99 cap era.
Thanks for reading,
Babekeke
08-17-2012, 03:08 PM
If Mr Matsui is really going to look into posts with the most likes, then the enmity system has to be changed. Looking at the posts in this thread, those that ask for changes to the enmity system far outweigh the number of likes gained by any other thread.
Authority
08-17-2012, 03:14 PM
Remove the rare status of Instant Warp Scrolls, and let them stack to 99 please!!!!!!!!
Smokenttp
08-17-2012, 03:17 PM
That was not an inventation to a debate. The producer said he wanted suggestions of what we would like to see, and I would like to see Square not back slide FFxi into a dark time in leveling.
Also, recap CoP? Seriously? I'd rather see them remove the caps on the few places they still exist.
i know that it was not an invitation and i am well awere that you can ask what you want its in the rules,but i wanted to see to why do you think it would be a bad ideia, the called dark age of leveling was actually when people enjoyed more the game even tough alot of things in the game where exagerated and broken (im not saying it was perfect as i recognize it had many flaws) like low exp output, favoritism of certain jobs in exp partys, but the game overall was actualy more well enjoyed by the player base. well you dont need to answer this if you dont want and sorry if imade you upset with something but i still am very curious about the reason it would be bad (mostly because i m finishing my game design course in college so i tend to be a bit pick about game related stuff so sorry about asking about it too much).
The devs are giving us a chance to make significative changes to the game and rebalance somethings so healthy debates would only help on that (especially on a place they can see) as long as they remain healty.
Trisscar
08-17-2012, 03:36 PM
The devs are giving us a chance to make significative changes to the game and rebalance somethings so healthy debates would only help on that (especially on a place they can see) as long as they remain healty.
I won't say that it was all bad, I have had some truly epic experience parties in the past. But as anyone can tell you, those were the exception rather than the rule.
And true, a lot of it was the fault of the player base rather than the development. However, the development was a large part of the problem.
Before level sync and FoV/GoV you had to deal with small camps that had annoying mobs that respawned too slowly and had too few spawns to support sustained experience chains. Colibri mimicked white/black magics, which caused Black Mages to be instantly and near universally be rejected for parties. And everything else in Whitegate areas had high resistance to magic, meaning Black Mages were considered a waste of a party spot.
Aggressive mobs guarding the entry way into experience camps, sometimes breaking parties before they even gotten a single kill. Bounty Hunters engaging parties minding their own business, elementals wrecking havoc because the White Mage is doing what they should be doing, and on.
Tamarsamar
08-17-2012, 03:37 PM
If Mr Matsui is really going to look into posts with the most likes, then the enmity system has to be changed. Looking at the posts in this thread, those that ask for changes to the enmity system far outweigh the number of likes gained by any other thread.
They have already stated that they plan to reassess the enmity system alongside the release of Seekers of Adoulin, so that their concept for a new tank job isn't dead on release.
Prrsha
08-17-2012, 03:45 PM
Dear Akihiko Matsui,
I reactivated my account just to post this.
I've have been a proud member of the FFXI community since 2003. I was here through its best times and its worst. I have never taken a break from FFXI until now. A few months ago, I had enough. All of the exploits, cheating, and just lack of attention that the game has received, nailed the coffin shut to me. I would play the game again happily (and I assume many old timers who quit long ago would) if the following were to change:
1.) Re-apply the level caps that were removed from CoP content... that or change the entire expansion to cater to people that are level 99. It's just way too easy now and is wasted filler. My vote would to re-apply the level cap, since it takes less development time and allows low level gear to be useful again (and have a value on the AH). It also allows new players to take part in storyline content at a lower level. Right now, in order for a low level player to "help" the general community, he or she must be leveled to 75+. CoP was a step in the right direction in intent.
2.) If you are going to have player content for all levels, you need to have more inventory space. Allow a larger variety of armor to be stored at NPCs (for free) so people can have easy access to that gear in a quick and efficient manner. It allows for less downtime for low level events.
3.) Re-vamp low level content like eco-warrior and garrison to give better rewards. The better the "shiny" the more people it will attract to the event. A lot of past content has been neglected. Chocobo raising, pankration, Moblin Maze Makers... They were added but never enhanced to change with the times. Please breathe new life in to these old events. It's easier to enhance what you have already made then to keep adding new content.
4.) This is a BIG one. Remove the current AFK leveling exploits. People sitting in Gusgen mines AFK in my party is not my idea of a fun way to level. You might as well remove leveling all together and just click on a "create level 75 character" button. The easiest way to remedy this problem is to tone down GoV. I know it means nerfing it, but it is for the betterment of the community and forces more interaction between players. Also allow access to Abyssea for level 70+. That way people can't leach and power level there AFK. We need more players behind the controls, not less. It makes for a dead "world". Please, the exp system from level 10-75 is just plain broken due to the reasons above. If that glaring problem is fixed, it will go a long way to make older content "meaningful" once again. Older quests revolve around low level rewards and people just won't do them, because there is no need for the gear when you can sit naked and AFK in a Gusgen mines alliance.
5.) Take swifter actions on those who cheat. If you let the game sit idle and take no action against people who cheat, it just makes them think it is "ok" to do so. Most gamers do not like cheating or cheaters. Either fix the issue that is causing the people to cheat or remove the cheaters. The gaming community will be a better place with them gone. The reputation of FFXI is at stake. You won't get many new players if the game has a reputation as a haven for cheaters.
In closing, I know my words may be radical and harsh but the game needs a big change right now. A harsher critique is better then a passive one because it points out existing flaws and how they can be fixed. I love FFXI and I miss what it was (heck I met my current RL wife of 4 years there. FFXI does mean a lot to us both). There has been a lot of neglect to the game and it shows, but with enough tlc it can be a shining gem once again!
Sincerely,
Prrsha and Hellkatt from Phoenix
Edit: P.S. Please overhaul the macro UI and add more lines. I think you'll find little arguments that it is needed. Also, tiny status ailment symbols next to every player's name would be helpful to determine which enfeebs they have on if you miss them in your chat logs.
Smokenttp
08-17-2012, 03:47 PM
I won't say that it was all bad, I have had some truly epic experience parties in the past. But as anyone can tell you, those were the exception rather than the rule.
And true, a lot of it was the fault of the player base rather than the development. However, the development was a large part of the problem.
Before level sync and FoV/GoV you had to deal with small camps that had annoying mobs that respawned too slowly and had too few spawns. Colibri mimicked white/black magics, which caused Black Mages to be instantly and near universally be rejected for parties. And everything else in Whitegate areas had high resistance to magic.
Aggressive mobs guarding the entry way into experience camps, sometimes breaking parties before they even gotten a single kill. Bounty Hunters engaging parties minding their own business, elementals wrecking havoc because the White Mage is doing what they should be doing, and on.
pretty much agreed with every thing here, altough there i did not sugested a full fly back to 200X i tried to keep the good aspects that went improved over the years (and yes i know i said to nerf gov but thats because pretty much it brought abyssea to the out world.i just fell that the level progression went by too fast and ppl tends to get lazy in this kind of pts).
btw do you think i should separate those ideas in diferent threads? i mean some ppl are telling me that there are some ideias they like there but they are not hitting like because they dont agree with some other idea.
Authority
08-17-2012, 03:52 PM
Dear Akihiko Matsui,
I reactivated my account just to post this.
Sincerely,
Prrsha and Hellkatt from Phoenix
You probably shouldn't have done that. Putting back unnecessary restrictions is silly. You have no idea how fun it is being able to follow the storyline along and solo it all with ease. It puts you at the focus and allows you to make smooth transitions from one mission to the other.
Leveling is fast, but you know what? I find the focus of the game is no longer leveling every job to 99, but gearing them up and playing each one at its max potential. This kind of decision makes sense for a 10 year old game.
The game the way it is now is very enjoyable for me. If it hadn't evolved the way it did, I probably wouldn't be playing anymore.
Prrsha
08-17-2012, 03:58 PM
You probably shouldn't have done that. Putting back unnecessary restrictions is silly. You have no idea how fun it is being able to follow the storyline along and solo it all with ease. It puts you at the focus and allows you to make smooth transitions from one mission to the other.
Leveling is fast, but you know what? I find the focus of the game is no longer leveling every job to 99, but gearing them up and playing each one at its max potential. This kind of decision makes sense for a 10 year old game.
The game the way it is now is very enjoyable for me. If it hadn't evolved the way it did, I probably wouldn't be playing anymore.
Everyone is intilted to their own opinion. The same game's drastic changes that kept you in game, drove away my wife and I. I think soloing is boring imho and I love to interact with other gamers. I think all voices should be heard.
Also people who "quit" from the changes aren't going to be able to post on this thread. Just my 2g and my RL money.
Trisscar
08-17-2012, 04:04 PM
You probably shouldn't have done that. Putting back unnecessary restrictions is silly. You have no idea how fun it is being able to follow the storyline along and solo it all with ease. It puts you at the focus and allows you to make smooth transitions from one mission to the other.
I have to agree with this.
Before the caps were lifted I had several friends banging their heads against the wall for the simple fact they couldn't get help for any of the battles/farms. I always offered them a hand, but it ultimately went nowhere because there simply wasn't enough support for it.
Ever since then I, on my own, been enough to help people by raping this or that on Blue Mage (often before they get out of the cutscenes). Now there is no reason why someone can't be able to obtain CoP completion other than simple laziness.
Trisscar
08-17-2012, 04:06 PM
btw do you think i should separate those ideas in diferent threads? i mean some ppl are telling me that there are some ideias they like there but they are not hitting like because they dont agree with some other idea.
That would be ideal.
Trisscar
08-17-2012, 04:15 PM
Getting this thread back on topic:
What I would like to see is some more engaging gameplay on SoA. Think less along the lines of HNM and more along the lines of ZNM. The inclussion of instanced battlefields would do wonders, as well.
Expanded storylines for jobs, in the vain of the old Artifact quests, and finally (this might seem odd) RSE 3.
Prrsha
08-17-2012, 04:16 PM
I have to agree with this.
Before the caps were lifted I had several friends banging their heads against the wall for the simple fact they couldn't get help for any of the battles/farms. I always offered them a hand, but it ultimately went nowhere because there simply wasn't enough support for it.
Ever since then I, on my own, been enough to help people by raping this or that on Blue Mage (often before they get out of the cutscenes). Now there is no reason why someone can't be able to obtain CoP completion other than simple laziness.
CoP was on the right track but there were too many hoops to jump through or "ideal" setups... back then. If level caps were restored it is much easier to complete now, then back in the time that you described. SE did alot to make CoP easier, like easier boss battles and AH able anima now. You can still have capped content be fun (for low level people as well). BCNMs are a form of this.
Better rewards for doing CoP would have helped your friend back then amass a party.
Hatushara
08-17-2012, 04:24 PM
Gay marriage in game. Cross-race is accepted, Big/small, and whole other weird scenarios.. think two males; or females should be able to get married.
vienne
08-17-2012, 04:24 PM
Getting this thread back on topic:
Expanded storylines for jobs, in the vain of the old Artifact quests, and finally (this might seem odd) RSE 3.
Why odd? It sounded like a great idea, you definitly have my "like" on this one, I just wonder how they can implement it lvl wise. Would this be RSE for higher lvls (where I see a big problem with AF3, or is this more some kind of gear thats slightly better then pearl/azure/aurore that you can use before you obtain AF3+1) or more for lower lvls like maybe an addition to the RSE lvl62 where we only have feet and hands... maybe expand it for body and legs too maybe head. after all people have been complaining that its hard obtaining gear for the pre 75 lvls a couple of race specific allround pieces could solve this problem.... the added quests by implementing new RSE would be nice too.
But as always the stats should be worth the trouble of putting time in obtaining them.
Smokenttp
08-17-2012, 04:28 PM
well im going to start separating the ideias from here: http://forum.square-enix.com/ffxi/threads/26797-Let-Producer-Matsui-Know-How-He-Should-Catch-Up-on-2-Years%21?p=353272&viewfull=1#post353272
in order to know whats good and whats bad.
1- Re add level cap to missions but make a questable item that can lift the cap, reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.
you would need to make a "quest" in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)
i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.
Smokenttp
08-17-2012, 04:28 PM
2- Add an exp bonus on level sync based on the level diference between the synced player and you (this mostly because you as a lvl 75 player synced to a lvl 10 party to help a friend dont feel progression at all mostly ppl get around 8 levels before you actually get one single level, this tends to make people avoid going back to help friends).
Smokenttp
08-17-2012, 04:31 PM
3- Nerf aliance exp (outside abyssea, gets a penality on gov/fov for being in an alliance, but please dont touch it in any other way),altough i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique
Smokenttp
08-17-2012, 04:32 PM
4- make abyssea 70-75+ entrace (to make old content relevant again). again i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique