Giving BST dual wield?
I use a scythe on occasions, but it seems like 2 axes are native to BST.
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Giving BST dual wield?
I use a scythe on occasions, but it seems like 2 axes are native to BST.
1) Mounts are cool and everything, but why couldn't you guys take the time to actually make it look like the characters are riding the mount (like Chocobos) rather than just sitting on it..? It's the dumbest thing I've ever seen. If you're not going to take the time to make something look good, why did you even bother?
2) Please make SoA quest rewards and rewards from the newest HTMB sendable to characters on the same account. I did the quests because I had/wanted to, but I don't have the space for all of the rewards anymore and throwing it away seems like a waste. Likewise with HTMB rewards... it's neat, but I don't have space for all of this garbage from Odin, Cait Sith, Alexander and Lilith and it would be nice to store it on a mule until I need/want to use the gear some day.
Look, you are aware they are using an architecture of something that came out in 2001? Given the budget they have, and the limited dev kits for the ps2 that are out--as that's required to do any development on FFXI--they are doing a fantastic job. IDK if you played back in 2003, but the devs now are more transparent and open with what they do. Rather than complain about small animations, it would be more prudent to come up with real suggestions, like your second statement.
Old FFXI development:
We will add content we are 100% happy with, no matter how long it takes and how starved the players are because of that.
New FFXI development:
We will add as much content as we can, as fast as we can and we will lower artistic standards a little to that end.
I fully support how they do things right now, they have way less staff and they are trying to give as much value for the sub as they can. I love all the mounts, some of the ride animations are a bit janky but it is what it is. If they had a zero tolerance policy you would not have them at all.
We get more updates for our sub now than we ever have in the past.
Artistic standards? Excluding GM gear pre abby, I never saw gear that emitted an aura or had wings. What about Reisemanja's realistic look? I think they did a very good job with the game and, given there are limited ps2 dev kits to help code for this game, they are doing just fine. Remember this game came out early 2000's and is still breathing. Rather than getting upset over the graphics, perhaps you should take into context what is going on.
(I never really considered : p to be "tongue sticking out" but i guess the rest of the internet doesn't agree with me)
Can we have NPC purchased Pet Items (Biscuits, Jugs, Automaton Oil) stack to 99, please.
Had a GM call earlier this week, was asked to leave feedback on forums but I didn't know where to post it. Figured I'd post here. Good experience and faster than expected response time.
Also since this is a suggestion post, maybe a GM feedback section(unless I'm missing it somewhere).
Add a simple quest (that can be done at any time) so players can open the 3 mage door alone, you added quests to open the other player required doors so do the same here. This is so annoying for players that dare to pick Windy as their starting nation.
If you skip 3-2 (which you allow players to do) they can't get this done before the mission where the gate is needed to be passed. At a bare minimum, don't let players skip 3-2 anymore.
If you're a solo player, and you skip 3-2 and go right to 3-3 you cannot do the mission once you have accepted the later one and are stuck on it. Now at this point you have no way to get past the door without help. You cannot do the mission, you cannot do level cap quests (that need higher rank) because you can't get past the gate without begging someone to open it for you. This is against many of the changes they made to the game, so this appears to be an oversight.
As I said, a simple fix is just to make 3-2 required instead of allowing people to skip it.
Please add a method to replace collected items with crystals/clusters in Mog Garden.
It's absurd that I am required to have 60+ open inventory slots just to clean it daily. It's also absurd that the vast majority of the items collected are utterly worthless and useless trash. Either a menu toggle at the moogle or a new type of serum/fertilizer that works on all nodes should work. (I'd prefer the serum method to avoid complaints about it being an all-or-nothing thing.) Maybe have the moogle option simply harvest everything and convert the results to crystals for you to reduce the time burden even further?
Crystals/clusters are at least useful for crafting still, storable at the Ephemeral Moogle, and require a maximum of only 16 open inventory slots needed to do your daily harvests.
You cannot get past the Door even doing that mission, you need to pass through the Door via someone helping you and get the mission objective done first before you can do either mission to completion, you can't get the portal charm by trading the Taru unless its completed.
No fix is necessary. This quest gives you a ces to Toramarai Canal regardless of missions. Once inside, you can get the survival guide or the home point.
https://ffxiclopedia.fandom.com/wiki/Toraimarai_Turmoil
There needs to be an npc that holds currency and upgrade items for Relic, Mythic, Empyrean weapons.
Oboro can hold the rocks, but you can't take them back, so that's only if you're committed to doing it. Currency stacks 99 so it isnt really as much of an inventory issue (you only need one stack of 100s to get a 10k)
Any reason as to why there is no Ephemeral Moogle at Bastok's Blacksmiths' Guild in the Metalworks? Was this an oversight that has yet to be fixed?
The JSE capes were a bad idea. I can have 2-3 capes for a single job cus I need a tp one, a ws one and a magic atk one. There goes my inventory.
Just make it a single cape.
Single cape
Slot1 Acc & mag acc
Slot2 Atk & mag atk bonus
Slot3 Double atk/Ws dmg
Fixed.
3 capes? Consider yourself lucky. My COR has 8, and that's only counting Ambuscade capes.
My theory for a combined JSE equipment evolution. This is an incredibly innovative concept compared to the status quo of FFXI from launch to present day. It would require the creation of at least one new type of a NPC. This NPC could be a stand-alone NPC or duplicates could be spread to major cities similar to how Porter Moogle are placed.
With a version update for content a new class of progression JSE item would be introduced. To obtain this new class of progression JSE a player would interface with the new associated NPC when their current job is level 99. That way the NPC selects it's dispensable items corresponding to the job the player shows. Example: a player speaks to the NPC as a level 99 DRG, the NPC menus adjust and selections are established for the DRG equipment category.
This NPC will dispense at ZERO cost a new blank piece of progression JSE (congruous to what is already established with base dispensable trial of the magian progression weapons).
Each non-weaponry equipment type would dispense a menu select-able item.
Head / Body / Hands / Legs / Feet / Waist / Back / Neck / Ammo (Satchel) / Left Ring(1) / Right Ring(2)
FFXI dev team would apply a visual skin (appearance) and a name for each of these. Appearance could be entirely new or a regenerated use of currently existing appearances (i personally would chose the abyssea class skins).
The new progression JSE equipment would require a "EX" item tag, and CAN NOT receive a "rare" item tag. This is extremely important as concerns the attribute for +/-enmity as i will explain further below.
OK! now on to the good part of how this works. I can best describe it as attribute assimilation. For fans of Star Trek, a reference would be how the Borg are conceptualized. Your new progression JSE assimilates and combines the attributes of each item a particular job can wear, {Obvious exclusions can be made for specific non-combat related attributes such as Warp and Teleport capabilities}
WHILE WEARING a currently existing item, the player trades the new progression JSE item corresponding to the item slot they are wearing to the new NPC and that new NPC has TWO confirmation dialogues. ~ 1st is apply enmity. This gives selections for "Yes" "No" and "Neutral". Selecting "Yes" will apply the enmity attribute of the item you are wearing to the corresponding JSE progression item. Selecting "No" will ignore the enmity attribute. Selecting "Neutral" will remove adjustment of +/- enmity from the JSE progression item. ~ 2nd is apply attributes. This gives selections for "Yes" and "No". Selecting "Yes" will apply the highest value of a combat attribute to the corresponding JSE progression item when compared to the item that is worn and the current attributes on the JSE progression item. Higher value overwrites lower value and lower value will never overwrite a higher value. Attribute values are stored onto the JSE progression item using the existing augmented capability display. {Reference Oseem / Nolan npc and Escha item augments}.
This innovation will not only fix the torment associated with inventory limitations, but in addition will fix the torment associated with pre-cast & potency & idle & +/- enmity & JSE capes & selective adjustments related to /equipset and macros.
Below i'll represent a brief display of a set of trades for a visualization of what i have described above.
We start with our "Blank" JSE progression item. In it's "Blank" state it would only have an associated appearance and whatever it's attached name would be. For this case we will utilize a Head slot equipment for WAR. We trade the blank JSE progression item to the npc as we are a lvl 99 WAR while we have equipped on our character a Boii Mask +1. We select our choices from the dialogue confirmations and our JSE progression item will now have these augments. ->
DEF:114 HP+43 STR+33 DEX+17 VIT+32 AGI+15 INT+11 MND+11 CHR+11 Accuracy+24 Attack+24 Evasion+36 Magic Evasion+48 "Magic Def. Bonus"+2 Haste+7% Critical hit rate +4% "Double Attack"+5% Set: Augments "Double Attack"
Now we remove the Boii Mask +1 and equip on our character a Pummeler's Mask +3. We trade the JSE progression item to our new favorite NPC and select the dialogue confirmations and our JSE progression item will now have these augments. ->
DEF:133 HP+67 STR+33 DEX+34 VIT+34 AGI+31 INT+31 MND+31 CHR+31 Accuracy+47 Attack +24 Evasion+56 Magic Evasion+73 "Magic Def. Bonus"+3 Haste+8% Critical hit rate +4% "Double Attack" +5% Enmity+12 "Aggressor" duration +18 Physical damage taken -5% Set: Increases Accuracy, Ranged Accuracy, and Magic Accuracy Augments "Double Attack".
Now we remove the Pummeler's Mask +3 and equip on our character a Agoge Mask +3. We trade the JSE progression item to our new favorite NPC and select the dialogue confirmations and our JSE progression item will now have these augments. ->
DEF:135 HP+67 STR+35 DEX+34 VIT+35 AGI+31 INT+31 MND+31 CHR+31 Accuracy+47 Attack+83 Magic Accuracy+37 Evasion+56 Magic Evasion+73 "Magic Def. Bonus"+4 Parrying skill +21 Haste+8% Critical hit rate +4% "Double Attack" +5% Enmity+12 "Warcry" effect duration +30 Weapon skill damage +10% Physical damage taken -5% Set: Increases Accuracy, Ranged Accuracy, and Magic Accuracy Augments "Double Attack".
Now we remove the Agoge Mask +3 and equip on our character a Sulevia's Mask +2. We trade the JSE progression item to our new favorite NPC and select the dialogue confirmations and our JSE progression item will now have these augments. ->
DEF:135 HP+67 MP+40 STR+35 DEX+34 VIT+40 AGI+31 INT+31 MND+31 CHR+31 Accuracy+47 Attack+83 Magic Accuracy +37 Evasion+56 Magic Evasion+73 "Magic Def. Bonus"+4 Parrying skill +21 Haste+8% "Store TP"+10 Critical hit rate +4% "Double Attack" +5% Enmity+12 "Warcry" effect duration +30 Weapon skill damage +10% Damage taken -6% Set: Enhances "Subtle Blow" effect Increases Accuracy, Ranged Accuracy, and Magic Accuracy Augments "Double Attack".
{wherever i used the acronym "JSE" this refers to Job Specific Equipment}
that was a bad example. i will say this though. i spam ambuscade and im at a point where im collecting currencies i cant use. i could just sale them but why sale them when i could be saving them for ultimate weapons that i do not have? only problem is i had to send all the extra currencies to a mule since i have so many now. im getting to a point where i may have to create a second mule just to hold currencies. that shouldnt be the case when they could just add an npc to hold currencies.
I just realized there are 100 slots available for style lock. We need mog wardrobes for each job, preferably ones we don't have to pay for lol.
An option to see where the current Domain Invasion is if the Unity chat is full would be nice.
one of the perks of not choosing the one everyone else uses because of its trust :P
Can you please turn all bcnm orb items into keyitems instead thank you.
Clear up the mass of people selling content for gil on Asura. I'm back from 6 months and it is god awful. I'm willing to bet that most of the server is just the same people multi-boxing and selling said content.
This is simply not fun, and nothing like what the game describes itself as being. It has gone so far past its original concept and principles of adventuring and meeting challenges with new people. Now it is about how much gil you have, in a very isolated world.
My list of requested QoL
- HQ Prize Powder, 990 Accolades = 1 item= 10098gil. Stack to 99.
- Abyssea Teleport locations displayed on map when you click on the teleporters.
The same thing for did for homepoint locations on maps.
- Streamline the FoV books/Homepoint warps.
- Beastmen currency into actual points currency.
Can make a new type of ra/ex item which converts into a points when it falls into your inventory
and removes the item.
- Apply this to crystals and other items.
- Ability to store and withdraw REMA and Escha items.
- Option to store and convert Omen cards and Escha elixirs.
- Option to convert Escha Elixirs into points. With drawing points yields you with nq, +1, +2 Escha
Elixirs.
- Ability to store Abyssea seals and stones.
- Remove in game waiting for AF armor trade ins.
- Replace all BCNM orbs with keyitems.
- Add target filters for Trusts. (Option to not target trusts unless in ability/spell menu.)
- Option to disable controller vibration output in game menu. (Can't disable it without a 3rd party app
on PC.)
- Rework of Ambu JSE capes. (Only needing 1 cape and not 3~8 for one job.)
- Dominion Invasion Support Job Bonus, Get bonus dominion points towards your daily by being the
only few with that job that entered the arena. (Allows players coming as support or healers to have
a chance of a dominion bonus.)
- REMA currency rewards added to all beastmen seal BCNMs, ENM, Cloud Evoker BCNMS and ZNMs
(Orbs that cost more seals yield more currency.)
- 119+ Materials added to the list of rewards added in beastmen seal type of BCNMs, ENM, Cloud
Evoker BCNMs
- Adamantosis & Nidhogg & Behemoth etc, can drop REMA currency. (King Behemoth only HNM that
doesn't drop REMA currency.)
- Abyssea Nms can drop upwards of 5-7 items required for empyrean weapon upgrade.
- Option to store 2 vol.1 & vol.2 Ambu keyitems.
- Garssion adjustments, can solo it with trusts, Rema currency drops from the loot pool, Enemies no
longer drop items required to run Garrsion instead give a keyitem after death for entry, can enter
any garrsion without having your nation claimed the region. Any nation still is required to have a
region claimed in order to trigger a garssion.
- All voidwatch teleportation NPCs can now teleport to present and [S] locations within their menus.
- Vorseal buff for having a lv90+ HNM in monstrosity.
- Option to do all 3 nation missions at the same time. (No longer need to repeat the same missions in
all 3 nations. Missions aren't no longer tied to chosen nation.)
- Clicking on a quest will open the map displaying a marker placed at the location of the npc that
started the quest. (Like with homepoints on the map. Just npcs.)
- Fame Rank added to keyitems - Fame. (Keyitems earned is just a display of fame in a required
region.)
- There is only 1 signet buff now and not 4. Signet yield you different points based on the
zone/expansion.
- Food can now stack to 99.
- All Food can last for 1 hour.
- Ambu Vol.3 BCNMS added. (Random Ambu bcnms from 2015~2019)
- VD Ambu no longer a option. (This is to include new comers/returners to the game to find ambu
parties. Repeating clear speed is now the factor for ambu progression.)
- Omen Adjustments, normal enemies within Omen are now random. (To improve the content from
being to repetitive and boring.)
- AH fees, There's no longer a fee to put items on the AH. The fee is removed from the gil after the item is sold.
- Pickaxes, Sickles, Logging Axes are no longer items. They're points.
- No longer need to be party leader to spawn a Geas Fete NM. (Keyitem removed from the person
who spawned it.)
- Transform Command added to menu, Can trade in your "Costume" equipment for the ability to
transform into that monster within the city. (Worm belt, Rabbit belt, Mandragora belt etc..)
- AF/Relic upgrade npcs will now have their jobs listed by the gear name. (To make it easier to
search the menu list for the gear your working on. Example: Ignominy cuirass (DRK) )
- Chocobo mount speed will now match all other mounts. (Chocobo mount is too slow.)
- Mount & Trust buttons within menu will no longer be available in instances and zones which
use mounts or trusts.
- All exp rings removed from the game and a new 1 hour ability which can't be reset or buff removed
will yield a exp buff.
- Emporox's ring removed from the game and new switch mode option added under limit
points. Unlocked after completing RoV.
- All items & teleportation spells & warp removed from the game and a new action added for all jobs
to warp or teleport to any crag. Actions unlocked by trading tav, Olduum ring and clicking on crag
crystals.
- Brown Chests in conquest have a chance to yield rema currency.
- Can now equip a ranged weapon and charm. (All thowing weapons are now ranged weapons and
all ammo is removed from the game. All ranged weapons stats increased, Ammo slot is now a
charm slot.)
-Will no longer be able to earn equipment that's on a storage slip or has been upgraded. Re obtaining
old gear from content that has already been reforged or obtained.
- Animation lock removed with drawing and withdrawing weapons removed.
- Camera now will always point in the forward direction after zoning.
- Your able to exchange rank 1 and 2 ambu pages for REMA currency.
Definitely this. The amount of mercenary services is outrageous and the majority of the people offering them are most likely botting and/or hacking as well. I believe mercenary services should fall under "3.2 Disruption. You may not in any way disrupt or interfere with the Game experience of other players, including the disruption of SQUARE ENIX’s computers and servers" of the FFXI User Agreement. I know my game experience is disrupted by all the constant selling of PL, CP, drops, clears, etc. I can barely play the game because everyone just buys their way through it instead of grouping up to complete a task now.
http://forum.square-enix.com/ffxi/th...my-econ-health
@Teimoli & Sirmarki : Jump on board, I started this crusade long ago.
If you want to server transfer we'd happily welcome you on Shiva <3
There needs to be an npc that holds storage slips.
- Quests need to be updated to take HQ items. (Example: When your get your sea gorgets you can only trade in the nq steel gorget and not the steel gorget +1. This is the same for the silver odi.)
- All materials need to be able to stack to 999.
- All currency need to stack to 999.
- Page 2 & 3 added to the AH to allow players to sell another 16 items at a time.
- Option to buy 99 Voidwatch cells at a time at voidwatcher npc and not 12 at a time..
- Voidwatch cells and phase displacers stack to 999.
- Pulse weapons drop rate increased from 1/500 to 1/200 in void watch.
- Option to trade 9000 void watch crystals for a pulse weapon/armor at goblin.
- Merit points cap from 75 to 999999.
- Remove merit point cap increase via spending merits.
- If merit point cap isn't increased then fix merit point gain to popureri in voidwatch exp reward. (Aren't getting popureri in voidwatch when obtaining limit points.)
- Leaving a battlefield dead will auto raise you upon exiting.
edit:
- Skill up pages need to stack from 12 to 999.
In addition to being able to buy 99 void watch cells at once like above make it so we can trade stacks to the rift once and have it count down like voidstones. The trading once each time is very unnecessary.
Do something about event skipped, with respect its our business if we want to face tank and ignore a threat and be "killed" or better yet make all the old zones mobs non aggro since being ilvl 119 or technically beyond that in gear doesnt make any sense for lvl 80 mobs to be attacking us when we are classed as 130+ odd or w/e.
Have a pop up at the end of a high tier battlefield offering to replace the KI or the ability to set it on auto replace with the NPC assuming you have available merits. OR make the ki permanent and the cost at the relevant battlefield deducts the merits.
I would like to recommend that all available augments obtainable through the Oseem NPC be overhauled to function in a much less frustrating way.
The proper way for these augments to occur, without the massive frustration that is the current status of interacting with Oseem, is for the applicable equipment to attain augments the same way JSE cape augments are obtained with the Ambuscade upgrade system.
Everything under 99 is broken. It is like the real endgame begins ilvl100-119. Therefore, can we allow.....
-Trust to lvl with the player, meaning their lvl, HP, & MP are refreshed like the player?
-Reduce Treasure Casket RoE to 5?
-Increase Campaign [S] exp to rival the broken exp you get solo?
-Allow Monipulators in [S] areas?
-Allow Monipulators to team up with players and/or other Monipulators to lvl?
-Ability to choose spawn point
-Ability to return to feretory
-Some new Trust?
I know the thinking is "What is done cannot be undone" While "What is done, is not done," but, > 99 is so broken...Does it matter? 1-99 is only a race to get to 119 so you can do the endgame.
Please make the following items storable at an NPC:
- Unity NM items, e.g. Heiligtum's Moss.
- Simulacrum Segments from Skirmish.
In order to revive WotG areas I'd welcome the following changes:
- Apex Monsters in remote WotG areas.
- BattleChocobo Mount: buyable with Medal of Altana and 500k Allied Notes.
- Make Ancient currency buyable with Allied Notes.
Please make Copper vouchers exchangeable between characters on the same account?
https://i.imgur.com/Qh6ans2.gif
Sirmarki, ex-Fenrir, a young warrior, in the heyday.