What about a way to have your title "locked"? So it doesn't change every time you do something?
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What about a way to have your title "locked"? So it doesn't change every time you do something?
Can we for the love of all things Holy, please get a command to call trusts to your location?
/recalltrust - /recallfaith <p#> or all
There's nothing more frustrating than having all of them stuck somewhere or when they all line up single file. Allow us to bring them to us and to set up the location of where they are. Apururu and and a few others will move out of range, but if I lose her from lack of points, I'd like to at least be able to prevent my fill in from suffering from curse, silence, doom, etc. Or if I don't want Kuro, or and of my other non-melee mages to just stand there and be slapped with status effects.
Make learning Blue Mage Magic 100%.
-With the mass amount of spells to learn even at 100% its still a difficult task to get them all.
Merge all servers to a few.
-Need more people to play with.
Remove the Weakness debuff.
-Whats the point?
Remove resting and make it automatically tick when not in combat.
-In this day and age whats the reason we need to rest stationary? Just let us recover on the move.
--If something is attacking you then you are "in combat" and you stop recovering.
Addon API
-I know we have windower ect but thats against the rules. Let us make official tools/content for the game ourselfs.
--Now that its just PC players there is no advantage over console players excuse anymore.
Remove TP gain by being hit unless specialized trait dictated.
-As I understand it being a melee in end game is non existent because they feed the monsters TP.
--Specialized trait to get TP by being hit could be for tanks but never for monsters.
Remove the chat pause when zoning
-I'm sure you could grab the code from your partners over at XIV.
--No reason anyone should miss out on messages because they are zoning.
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non QoL changes
Instance Dungeons
-Most MMO's have them. Give us instanced dungeons that pertain to main stories, side stories,
--Could be a source of loot, tokens, key items, ect ect.
---Could make dungeons from level 20-99
EDIT: I guess I have to make a disclaimer to not have any negative reply's to my ideas. I'm only sharing what QoL things I would like changed in the game. There is no reason anyone should be quoting my post and telling me my ideas are bad. If you dont like them then just move on.
Do no make Blue Magic Learning 100%. If you do that, you might as well make all drop rates 100%. It's the same thing as having scroll drops off of mobs. The scroll is just removed as a middle-man to the learning process.
I wouldn't mind them merging all servers, the only thing I think might be bad about that is the client itself not being able to handle 2000 people in a single zone.
The point of weakness is called 'penalty for failure'. Virtually every fight in the game could be done by simply raising people faster than they died. That was actually a thing in this game, and more than once. One could argue it was at its worst during Abyssea.
As to an 'addon api':
You quite clearly have absolutely zero understanding of what the XI client is, or what an 'addon API' is, or a great deal other things. Furthermore, they cannot open source the client for the reason that the client is authoritative in certain aspects of the game, and that would just make it easier to exploit this areas. As it is, having the client be closed source makes it much, much, much, much harder to exploit those areas of responsibility where the client can gainsay the server.
Removing TP gain for dealing damage is a bad idea. The problem with the current system lies in a) players are attacking far faster than they ever were meant to do, thanks to an overabundance of haste and multiattack, b) PLD are so tough that anything which can threaten the tank will one-shot DDs who refuse to wear -DT gear, c) DTs are too stupid to wear -DT gear, because it "affects" their DPS negatively (ignoring that being dead completely "floors" your DPS in the first place). I could go on.
The pause in the chat when zoning is something that should be investigated. It could probably be removed, and fairly quickly, if time were diverted to it, an actual, serious, useful matter, from other things, such as yet more mounts that are useless before the patch has even hit.
To prevent zombie tactics, or at least discourage them.Quote:
Remove the Weakness debuff.
-Whats the point?
However, the game is faster today than it was years ago, and thus the duration should be shorter.
There would most definitely be problems if they reduced to one server. Two to four, yes. One, no way.Quote:
-Even if theres 50k active people which I doubt it wouldnt be a problem.
This is really annoying but it would probably be a total rewrite of the chat system to have the chat handled by a seperate server node so you don't lose connection to it when you're transferred.Quote:
The pause in the chat when zoning is something that should be investigated. It could probably be removed, and fairly quickly, if time were diverted to it, an actual, serious, useful matter, from other things, such as yet more mounts that are useless before the patch has even hit.
I'm no expert, but don't WoW, ESO, and other MMOs allow addons while still being closed-source?
Yeah, I'm pretty sure you're disconnected from the chat server while you zone. It would probably take a lot of fixing spaghetti code to change it. Although, it seems to me it would be LESS strain to the servers to stop the constant disconnecting/reconnecting.
They do. They also don't use XI's client, which is a crappy PS2 port that barely works on a PC as-is. The problem is less a matter of 'can it be done' and more a matter of 'do they have the manpower to do it in a timely fashion, is it a more pressing concern over other matters, and would the client handle it?' I mean, the XI client is still bound by the console-limitation of "I only poll for input once per render frame".
A better idea might be allowing item sets to be designated to be automatically equipped before the use of specific JAs on specific jobs, and as precast for specific magic skills/spells.
An even better idea might be some endorsement, or even collaboration with, certain other persons who've already solved these problems.
As for the weakness, i would love to see the HP malus to be removed.
As you can be raised..., as you revive, you are getting killed instantly.
Also, with the trust, the attack speed, and stuff, you get locked in animation, unable to move, to do anything, but i don't know how feasable it is to change that so you're not locked anymore.
I Suggest:
Item database for every piece of gear in the game and where the hell I can find it.
WHERE THE HELL DO I FNID ALL THE GEAR I NEED TO USE FOR EACH JOB ITS INSANE! Most social sites DO NOT offer me a LIST of ALL GEAR I can find and WHERE.
Plz offer this database to the public on SQUARE ENIX WEBSITES! My biggest annoyance!
machini please dont say my ideas are bad. I'm responding to a thread to express what I feel are good QoL changes.
But now I feel as if I need to defend myself...
As for the BLU spells they need to be 100% rate of learning. Your response was not true. Other mages can buy their spells via a vendor or the auction house with the option of going out to farm them. Blue Mages have a very very very VERY small chance to learn blue magic from a monster and that is even if the monster uses the spell to begin with. Which isnt always the case.
The whole penalty of failure defense is valid but there are multiple penalties such as losing exp and weakness. Weakness just hinders the players TIME and is annoying. Hense this is a QoL change
Telling me I have no understanding of addon api makes you seem foolish. Big MMO's such as WoW for example has addon support with a great security. This game already has an addon API so its obviously doable. All I'm asking is to make it official for the game so players dont have to be afraid to talk about it in game anymore.
As for the TP idea I think your wrong thinking its a bad idea. Your defense was that the game changed to make attacking much much faster then intended which is a very true statement. But games evolve and change. Something needs to be done so that melee can play this game as well.
@Alhanelem
I was just BSing about the server population thing. I dont know how much each of their server can handle and I dont know how many players they even have. But yes they should merge them down to just a few servers.
They shouldn't have to rewrite the whole chat system. They could which is probably a good idea because coding from so long ago probably needs an update anyways.
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Anyways sorry about this post. I wasn't planning on replying to this thread again but because people are being negative instead of just supporting each other I felt I needed to defend myself. Please I suggest you dont respond to this or take any offense to anything I have said. I just want to make this game better by thinking outside the box for the devs.
I've recently came back to the game, a month ago with a new char and with blu as first Lv.99, and i've learn all the spells that i need (i still need to learn another half, but just to get them all, they are not mandatory), it took me some times yes, but the learning rate isn't as bad as you may say, and the first thing i've did, was making my AF hands into an AFv1 reforged +1, to get an enhance +12 learning blue magic.Quote:
Blue Mages have a very very very VERY small chance to learn blue magic from a monster and that is even if the monster uses the spell to begin with. Which isnt always the case.
There could be some trouble obtaining Unbridled Learning spells, because of low population rate on your server (fors the Wildkeepers reives for exemple), or some others things, but for normal spells, the learning rate is correct in most of the cases (sometime, it can take a while, but it's pretty rare).
as i was proposing earlier, having a blue mage trust, that use spells that we can learn from, could be a good idea to help on thoses spells, or just some random interesting spells (haste/refresh/etc...).
On regular mobs, blue magic learning is fine. But yeah, UL spells were a huge pain.
I don't have my BLU AF hands (I am so bad at directions I get frustrated trying to find the warp points for the sword quest... yes you can laugh at me... it is pathetic) and learning blue magic can be a bit of a pain at times but.... really it's not too bad overall. Only UL spells have been truly annoying for me to learn. I think that blue magic as-is is fine. Yes, it takes time, but, so what? You get super cool spells and a super powerful job out of it.
Making BLU magic learn rate 100% is effectively making loot rates on spells that can only be learned from mob drops 100%. It's a bad idea. Why don't we just make all drop rates 100%?
Removing weakness is not a QoL change. It would drastically alter the way the game is played, and make zerging the crap out of everything have absolutely no penalty, as well as remove all penalty for complete and total retardation on the part of players.
As to the addon api: You do have no understanding. The fact that you compare "big MMOs" like WoW to XI, in terms of clients, shows that you lack that understanding.
More storage anyone?
While the Mog Wardrobe 2 will be making its appearance in the April version update (next week!), there is another plan in place to lighten up your inventory a tad—if crystals are weighing you down.
The team is currently working on a crystal storage system that will allow you to store up to 5000 crystals of each element with NPCs that will be placed in each of the guilds. They’d like to make it possible to expand this via Mog Garden shining stars key items, and additionally, when retrieving 12 stacks, they would like to make it possible to retrieve them as a cluster. They'll also be looking into whether they can add more NPC locations as well.
It might be a bit before the system is complete, but stay tuned for more details!
:p :D Hope they think up a way to make it up easier to use any of these crystal's anywhere your crafting in a quicker method too under the synthesis tab even "Calmate." Also, Hopefully they eventually allow us to break clusters under the synthesis Tab like the crystal's showing up under there. Hey, it would be cool if could use the clusters to do our crafting too like the crystal's themselves and who knows maybe the crystal clusters for crafting could actually hold more slots than the crystal's themselves.
Well, another idea is instead of breaking down the cluster under the crystal synthesis tab it could actually count down how many crystal's remain left to be used out of used crystal's inside the cluster and some how count down remaining crystal clusters in the stack of clusters at the same time. This would probably to much for the current game creaters, game's mechanic's, game coding to work, harder for a smaller crew to work on maybe but Hey, I'm just shooting this idea or rather grand gesture of idea's out there for taking 'em back to be finding out if it can be done. I'm basically putting it out their Calmate to give some us knowledgeable feed back if it might be a future possibility to come to fruition. ;-)
Why can't we just trade our moogle at our house all the items (stones/crystal/etc...) instead of running everywhere for everything and forget everytime where to trade thoses items ?
Like a "Mog Garden Storage", but instead of an "physically storage", it is like the actual npc's, a sort of key item storage ?
The new topic about "things that make no sense" reminded me of this : is there any plan to remove the loss of TP when trying to use a WS on a target out of range?
Consider removing the search numbers system in this game, it just makes people unhappy to see a number lower than what they remember from 4 years ago. It serves no use at all and it's purely a negative feature to people at this point.
Remove the number given for number of people online from /sea all
remove the number given from /sea all a etc after truncation
These features offer nothing of real use and just makes people unhappy (very much like Blizzard ceasing sub number counts to stop the constant complaining, a feature no other mmo gives out publicly), the number of people online feature is something no other mmo has, and for good reason. Sure someone can laboriously still list every small niche of letters to find it but very much like on XIV most won't do it.
The game, the community and the players would be far better off not having this information so easily available to upset themselves over.
I even see people who fully solo everything with trusts complaining about there only being 500 or 1k people online, there is no rational thinking behind it either. They just compare one number with another and get upset.
Ionis duration should be much higher than 3 hours at this point.
I second this, sucks that it wears so fast! Specially when jp hunting ><
Now that FFXI is PC only can we get the glow effect that only ever really worked well on PS2 on avatars / trusts / conflux / maws be changed or removed? This causes horrible lag at worst and looks ugly at best.
I had a look around and all I could find was this:
Did they actually add it? I've looked at the commands and don't see anything.
Never mind, I found it. For anyone else:
/localsettings blureffect off
No more lag, lions legs are not blocky!
Anyway's, I'm hoping they make these events like the rainbow campaign a permanent fixture into the game of FFXI like they've done for log-in campaign but I would request them to be a longer durations than just a week as they turned out to be with the last special events Rainbow Campaign due spend more time away from the game over a week at a time coming into the game every so often or maybe sometimes every other week, +2 week's, +3 week's even before getting to play again.
I missed most of the rainbow campaign due it's changes of in game boosted/supported events happened weekly instead of being longer and I was, however, happy that the this past campaign itself ran into a longer duration covering from one month into the next month.
I'm leaving an option open here for you all to list what your favorite event's would be chosen If you got the option to choose which events where to be added to that type of campaign for the boosted/supported/enhanced, etc., feature's to the game. I gave had enjoyed them myself when I wasn't busy completing something else in game or being busy away from the game doing something else entirely.. ;-) A Side Note: Really Loved the Name of last campaigns Tittle: "Rainbow's" campaign.
:cool: :D :) {Later's All!!}
You are now my most disliked person in FFXI.
In my experience campaigns are terrible because they're like throwing cocaine in front of an addict, players get addicted to them and don't let go until they either achieve their goal (13,099 HP Bayld, 1,500 Heavy Metal Plates, etc) or time runs out. Everything else during the period of a campaign gets ignored. I'd much rather the development team made permanent changes to the game that drew players back to older zones, like higher mob density, higher level monsters, quicker repop timers, slight increases to item drop rates across the board (since fewer people are farming older items) and perhaps even adding highly sought after drops such as plutons/beitetsu/boulders and so on to their drop lists, albeit in typical FFXI fashion (very low quantities).
I have a suggestion for making FFXI's older events which were well designed and often beloved active again. I used to play a game called Phantasy Star Online, a game still talked about and loved today. Two things they did I think would work well with FFXI and already sometimes compatible with ideas in FFXI is C-Mode (which I'll get to later) and having harder difficulty settings for the same content, which as I said is applied to some content already such as BCNM's, Walk of Echoes Surge, and Incursion but would like to see it expanded to even things like Besieged, Skirmish, Meebles, Campaign and well all prior content at some point. Having a tier above VD even for BCNM at this point would be welcome, as with new gear from Riesenjima these engagements are much less difficult than they used to be.
The second thing is C-mode meant challenge mode and it was timed and given a rating of S,A,B,C etc for your clear time. It had different objectives though reused similar maps/content. One thing about it was it stripped you of all gear, levels, etc on entry and it took a well made team to win. Starting level was decided by the challenge and players started with extremely basic gear and spells and more could be found as they dropped from defeated enemies and drops were somewhat random making each run a unique experience, but it wasn't at the cost of making runs beatable or not for S-Rank based on if something dropped or not, it was well designed and just made you use your resources and strats carefully. Players could pick their team and enter in to defeat the game in a much more difficult state, because they were without the gear they had all worked so hard for. I will be honest not everyone enjoyed this, but the rewards made it enticing for many because you could get S-Rank weapons for clearing things with S Grade, and it was not easy to do so. It really made things a lot of fun for me again when they did that, and I think it'd be a popular thing to do as many FFXI players pride themselves on skill, and gear can make even priorly difficult things not take a lot of skill to win, I just think this is a good way for dev time to potentially be spent. I think the other nice thing about C-Mode is it would give players who still liked the 75 era game, or any level of the gameplay a chance to teamup and take on big challenges and could benefit the dev team and SE by reusing old content and setting levels for the battlefield/instance so is potentially cheaper to develop which also being fun to decide what gear could drop for the run and designing the time attack using the old content. For example Limbus could work very well this way. I think the C-Mode option is nice too in that there are not prerequisites for how geared or leveled your character is, so while it takes skilled players to clear with S ratings it is something anyone can hop in to.
Thank you for hearing my ideas, while everyone will not like any idea I hope it can be of use to you. I am really enjoying Reisenjima and the Aeonic questline and the difficulty some of these mobs present, it is the most fun I had in a very long time and I can hope that more very challenging content can be designed. I think it would bring alive a lot of content priorly worked very hard to create which is all but forgotten now, and would let people relive many old engagements in a way that is fun with friends and can still further their character with some enticing gear.
The biggest thing I would like is for Square-Enix to add quest markers. Most missions and quests are still extremely vague with where they want the player to go to advance. Having more perception as to where to go, without having to rely on guides and FFXIclopedia, would be a huge boon.
I imagine that there are coding reasons that this has still not been considered, so I think that my wish will continue to go unrequited. An easier to code option would be to go back and add the major positions for certain quests in the mission info window. There are, however, MANY missions in the game, and doing this for all of them would still take a very concentrated effort by whoever is delegated to the task.
The game is PC only now, so I hope that accounts for something for QoL ideas like this. There are a lot of painful design decisions that I would like to see changed, but this is one of the biggest.
Would it be a sin to ask for updated quest logs? Like you complete one task and it'll then hint at what you need to do next or is the content too old to do something like that?
Just think it'd be more convenient for new players (No, not asking for ugly quest markers or way points)
To be honest one reason I like ffxi is it doesn't give in and do that. I agree with Taeko that they're ugly but beyond that, I like the open endedness of the world and the fact you can be asked to use your brain once in a while for a quest, and if you'd rather use a guide you can. MMO's where you just run into town, click everything without reading to set quest markers, and follow a bunch of arrows/go toward minimap points and read prompts that ding every time you complete part of an objective drive me nuts makes me feel like why am I even playing at all. Just cuz other MMO's do it doesn't mean it's good, just means it's popular. I can think of a ton of things I'd rather have, and this is on my do not want list to be honest, it ruins the immersion, and makes it "do what the game tells you to do" while it holds your hand. FFXI isn't an MMO that ever really held peoples hands I wouldn't want it to start doing so now. I wouldn't be against RoE having some more quests in it or something if people really thought it necessary, maybe the tutorial section helps new players, or maybe outside of getting rewards it's never used, I'm sure SE could answer better. Rather than add gaudy UI upgrades and hand holding, I'd like slicker UI that takes less clicks to do the same thing. Time is something precious to me and many of the dialogues are very slow moving especially if you have to repeat them often. Confirmations are sometimes multiple, if there's only one choice you still have to click it, there's delay between each dialogue box and so on. UI is well designed for buttons and controllers I think, but vs many computer UI it feels very slow. The best example of this is teleport crystals, I spend an untold amount of time using them and while I appreciate the recent improvements, I just feel there's much easier ways to navigate them, from a designed for standpoint. It's definitely functional and works, and friendly enough imo, but if we talk UI or usability improvements I'd put that high and quest markers on the do not want column.
Not sure if it's what you mean but there is already a missions one that shows completed and which one you're on and most the descriptions have a hint on where or what to do next.
^
Yeah, like the newer ones. Just think it'd be nice for when you come back after a long time doing something and then you're not backtracking or relying on guides too much to resume what you were doing.
Alternatively: add an option for quest markers. There, everybody wins.
Technically they are bringing back players to older area's in other methods but just not the method as your thinking such as an ambuscade npc in mhura, escha gear npc's to norg which are just 2 of the oldest area's to date out of few. You may be highly into the end game newer stuff to bring back peeps to the old area's and I never had (HP bayld, Heavy Metal plates, anything of that etc. sort on the mind for the campaign's. You may have all jobs completed to 99 while I simply don't but honestly I'd rather see some campaigns that brought people back to some of the older area's or even some older battlefields with better benefits for doing them. Now you can hate on me for this hard and idk maybe you love to hate or bully but its certainly not my style to suggest everyone hates you to someone on ffxi.
Now I could continue on but by doing so I would just be feeding your flames. I did have more suggestions but going to leave them out for now.
Unity chat messages about Azi Dahaka, Naga Raja and Quetzalcoatl should be overhauled - there's no need to have the 10 minute warnings show up anymore. Even the messages saying they've appeared are unnecessary. The most important part of those unity wyrm messages was the HP% being announced every 5 minutes and it's now gone altogether. It was important because it gave people an idea of whether or not someone was fighting them and on a server with a low population it was the only way to draw interest to the fights (they've gone mostly untouched except during JP peak hours). Having their HP% announced once or twice per pop would probably go a long way to drawing more interest to the fights.
Not quite what I was thinking, but I do like the fact they added currency and R/E/M upgrade items to Ambuscade.
That's something I think almost everyone can agree on, that older content like Voidwatch, for example, requires greater incentive in order to draw players back to them. I would just rather see that content updated/"rebalanced" permanently so players will at least view it as an option when they login, rather than ignoring it completely until a campaign comes along.
Don't take the remark about you being my most disliked person in FFXI seriously, I've got some LS mates that want more of those campaigns too, and yes, they get an earful about it. :D