View Full Version : Quality-Of-Life Adjustments (Adoulin Edition)
Brightshadow
03-31-2014, 08:17 AM
Hello guys, this is a place to post your thoughts on things that should receive adjustments in the "Seekers of Adoulin" expansion. As well as any new feature or suggestion you might have for the expansion.
Brightshadow
03-31-2014, 08:35 AM
Some Quality-Of-Life Adjustments I would like for Adoulin Content
I.) Reives
A. Allow us to drastically damage the Reives by using harvesting tools. For example if you use a hatchet on some colonization roots it would deal massive damage to the roots, allowing us to clear these Reives with much more ease and it would keep that feeling of colonizing the land.
B. Increase the respawn time of enemies that are killed within the reives to 20 minutes. This is a very unnecessary hindrance people barely teamup anymore to destroy these reives, and its really hard to solo most of these reives even with the support of trust because these monsters respawn almost as soon as we kill them.
C. In the pioneers' Coalition add an npc that provides us with an instant teleportation service to reives around adoulin similar to how we can be teleported around the past for campaign. Also when inside the pioneers Coalition allow us to receive messages of where new reives are starting.
Brightshadow
03-31-2014, 08:40 AM
II.) Waypoints & Geomagnetic Founts
A. Merge the waypoints of vana'diel and Adoulin together I don't really see a reason why they are separate since they work under the same system.
B. Allow us to warp to the Geomagnetic Founts that we discovered when unlocking access to the continent of Ulbuka. There is no reason why we can't warp to these founts.
C. Add new Geomagnetic Founts to special areas around Ulbuka. I don't know why these founts were only used before Adoulin came out, but they are a part of adoulin content and I think there are plenty of uses for them.
Brightshadow
03-31-2014, 08:47 AM
III.) Miscellanies Adoulin Changes
A. Add chocobos to all the frontier bivouac, and add special "???" on cliffs and scalable areas which would allow us to avoid these reives by crossing an alternate path with our chocobos. This would be a great way to avoid reives, and it would also be a solution of how chocobos can work in Adoulin.
B. After we are inflicted with the "Strip" debuff, or we remove our ilevel gear give us an enhancement that keeps our ilevel on us for the next 10 seconds, this would solve the issue of powerful monsters stripping our gear lowering our levels by almost -20.
C. Add roaming NM around Ulbuka, and voidwatch to give the land more life to it.
Siviard
03-31-2014, 12:20 PM
A. Allow us to drastically damage the Reives by using harvesting tools. For example if you use a hatchet on some colonization roots it would deal massive damage to the roots, allowing us to clear these Reives with much more ease and it would keep that feeling of colonizing the land.
The ONLY places I could see this working would be Yorcia Weald, Kamihr Drifts, Marjami Ravine, and the dungeon areas where the colonization reives are a bit more difficult to finish off. It's pointless for places like Ceizak/Yahse, Morimar, and Foret because everything is weaker.
B. Increase the respawn time of enemies that are killed within the reives to 20 minutes. This is a very unnecessary hindrance people barely teamup anymore to destroy these reives, and its really hard to solo most of these reives even with the support of trust because these monsters respawn almost as soon as we kill them.
Although I agree that Colonization Reive monsters respawn a little too fast, putting them on a 20 minute respawn timer is just asking for Easy Button mode. IIRC they are currently on a 2 minute timer. Perhaps a 5-7 minute timer might even things out a bit more.
In the pioneers' Coalition add an npc that provides us with an instant teleportation service to reives around adoulin similar to how we can be teleported around the past for campaign. Also when inside the pioneers Coalition allow us to receive messages of where new reives are starting.
There already IS teleportation service. You just have to venture out and touch all the waypoints. All the waypoints are located near Colonization Reives. It's just a small hike. Are you THAT lazy? As for "messages" about where new Colonization Reives are starting or are about to start, I do support that.
Merge the waypoints of vana'diel and Adoulin together I don't really see a reason why they are separate since they work under the same system.
This is no big deal. Just warp to Jeuno, go up to the Gardens, and use the Waypoint there. Just a minor inconvenience.
Allow us to warp to the Geomagnetic Founts that we discovered when unlocking access to the continent of Ulbuka. There is no reason why we can't warp to these founts.
Sorry, I don't see why you think this is so important. And most of the places where these founts are located are places people rarely go to now anyhow. Again, I don't see the point.
Add new Geomagnetic Founts to special areas around Ulbuka. I don't know why these founts were only used before Adoulin came out, but they are a part of adoulin content and I think there are plenty of uses for them.
The Geomagnetic Founts on Ulbuka are related to the Geomancer job. Specifically, GEOs can learn spells from them. They are not meant to be warp points. Rather the opposite. Geomancers are supposed to walk to them.
Add chocobos to all the frontier bivouac, and add special "???" on cliffs and scalable areas which would allow us to avoid these reives by crossing an alternate path with our chocobos. This would be a great way to avoid reives, and it would also be a solution of how chocobos can work in Adoulin.
Chocobos yes. "Easy Button" to avoid Colonization Reives, no. That's what the "Climbing" and "Velkk Gloves" Key Items are for (specifically for Marjami Ravine) although I could see a use for them in places like Morimar Basalt Fields and Yorcia Weald. However, you can also avoid Colonization Reives by venturing out to each Biouvac and collecting access to more waypoints. OMG yes you have to walk, your poor Galkan feet!
After we are inflicted with the "Strip" debuff, or we remove our ilevel gear give us an enhancement that keeps our ilevel on us for the next 10 seconds, this would solve the issue of powerful monsters stripping our gear lowering our levels by almost -20.
I believe it's called "Encumberance" (someone correct me if I'm wrong) and I do agree that it's quite annoying. Instead of your suggestion, which may not be possible to implement, why not have the TP move of monsters that normally strip off all armor only take off 1 piece of armor? Much like the Yagudo move (whose name I can't recall at the moment) from the Yagudo you fight in Campaign Battles in Windurst areas.
Add roaming NM around Ulbuka, and voidwatch to give the land more life to it.
HELL NO and HELL NO
Alhanelem
03-31-2014, 04:57 PM
Why couldn't you just use the existing QOL thread? the XIV forums are vastly bigger and yet the users there seem to be doing a better job keeping the same topics in one thread.
Demonjustin
03-31-2014, 05:06 PM
When it comes to Encumberance it should simply lock your gear as it is and eliminate the ability to swap, that's all it needs to do and it would be powerful enough, in fact, some mobs already have this form of Encumberance just not all mobs have it.
I'd love if the respawn timer on rieve monsters was 20 minutes. That would make it at least somewhat possible for melee jobs to solo walls.