This might be one of the most ridiculous comments you've ever posted.
I'm convinced you're just making stuff up for trollbait at this point.
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What are you even talking about? The expansions for both games were/are made by other teams at Square Enix. The XI expansions were made by 2 different teams that alternated on each expansion, XIV is the same.
This is why they cost $40-$60, because the the money made from them goto pay these teams for their work.
Rhapsodies (and the current expansion, VR being worked on) was made by the XI team and so was "free".
"player uses barrel of fun" should be only seen by the person using the item, that endless spam is awful
Allow Ambuscade upgrade materials, tokens, vouchers etc to be sent to other characters on the same account, these take up so much inventory space it's ridiculous.
It appears this text might fall into the same category as things like messages about fishing in terms of intent/purpose to the log messages, which exist so that passerby may glean what sorts of items may be found by fishing without doing it themselves, such that they may want to consider doing it. However the fishing messages can be filtered, while these can not. It certainly seems like item use in general should fall under a filter.
That. Simple solution to the shout bot problem: make ability to /shout or /yell conditional upon the same requirements as participation in the A.M.A.N trove: main job level of 99, character for whom at least 45 days have passed since creation.
With that requirement, constantly deleting and making new chars to circumvent people's blists becomes all but impractical. Shout bots you blist will remain blisted for a long time.
That is impossible. Omelettes require broken eggs. You just have to chose the lesser of the consequences. Instead, they choose the greater of profits. (of course they do, obviously)
And to be very frank about it, yell is garbage in the first place, so if they won't get rid of it entirely, if taking it away from bots means hurting the 3 new players who start each month, "oh well". Square doesn't care about those new players, neither do you. Let's just be honest about it. You are and they are just numbers on a power point.
Products and services that don't make profits don't continue to run, being profitable trumps every single concern in this and every other game. The developers working on this game are beholden to the finance dept at SE, the moment this game isn't making $ is a bad day for them and us.
FFXI will have RMT and mercs as long as it lives, if you cannot accept that maybe it's time for you to move to a game that has removed all ingame currencies importance to simply used for side hobbies and not progression. Personally, I like how XI works and I will take the annoyance of RMT because the only alternative is to not have this kind of progression system at all.
They attempt to control RMT, not wipe them out. Because in a game built as XI is, that is impossible.
Unfortunately I have to agree with Pixela here. In a perfect world we could wipe out the RMT, but it isn't perfect and they get a fair bit of money from RMT accounts even as their players mostly find it undesireable. So they have to strike the balance between keeping their legitimate players from quitting and limiting but not completely eradicating RMT (which is probably impossible anyway in a practical sense) This means tolerating RMT to a certain extent but trying to limit them enough that they don't lose the rest of their customer base.Quote:
They attempt to control RMT, not wipe them out. Because in a game built as XI is, that is impossible.
I'm gonna blow some minds now, so get ready. RMT and Mercs exist becasue -people want it-, the demand is the reason they exist.
I have zero doubt, if they cracked down super hard on RMT and Mercs to the point there were none. Asura would lose a good 1/4 of it's players or more in a few months.
I don't think there are too many people who fail to understand that (there are some though, no doubt)
BUT!
The RMT have gotten extremely brazen. And Obnoxious. And the number has grown too big. The balance needs adjustment. There are too many of them, shouting too often, competing for too few dollars. That doesn't work.
It'd be wonderful to have a table of how timing is calculated for EXP/CP/EP chain timings.
Since we received transparency on GEO skill limits, and how TH operates, it'd be nice to have this as well just as FYI
Hey SE, could you guys increase the amount of time the player has to accept the user agreement after launching the game? If you wait too long (like, more than 60 seconds or so) the connection to playonline is lost for whatever reason and you have to to launch the game again.
Geo is a great support job, if you have specific party setups.
All melee or all mage = great.
3 melee and 1 blm = not great.
I would suggest that if a specific indi spell is cast on a BLM exclusively, it halves the timer on entrust so it can be kept up 100% of the time.
This allows indi haste & frailty as your main spells and acumen/focus/refresh on the blm full time, instead of the current 50% uptime on entrusted spells.
Indirect buff to BLM.
Also, via a new REMA bell you could add a new entrust only line of spells that give -50 potency but give double boosts. Such as acumen + focus in one indi.
Add a message after killing a monster if an item you cannot obtain was dropped and discarded, the psychological impact of going 10-20 runs with no drops at all is very very discouraging.
I would rather get a message that "malignance tabard dropped but you were unable to obtain" than nothing at all, I don't get the point of disposing of an item invisibly with no message to make the player think they got zero.
One makes me give up, the other keeps me trying.
Yeah, it could say something like, "You could not obtain the <item>. <item> lost."Quote:
Add a message after killing a monster if an item you cannot obtain was dropped and discarded, the psychological impact of going 10-20 runs with no drops at all is very very discouraging.
Wait, that already exists.
I suppose you might be talking about a case where an item is not dropped if everyone in the party already has it. But in that case, why do you need to know? normally, the cases I can think of it's a 100% drop item anyway, so I'm not sure it's psychological help unless you don't already know that.
Add an option to use the normal mount chocobo music on mounts, the new mount music is not to many player tastes.
The music is fine, ride the chocobo fi you want the chocobo music. If anything were to be done though, I'd like the option to just turn it off entirely instead.
Yes, not everyone likes the different music. But please, stop speaking as if you represent all or most of the playerbase.
Increase the HP of Campaign and Besieged monsters as well as the allied npcs, they are too easy to kill now so they end too quick.
Instead of increasing HP, just remove time lockouts on better evaluations. We're doing easily enough to get a 10k+ evaluation in <5min, but can't due to how long you're had campaign tags. gotta have the campaign tag for like 30min+ to actually see those numbers in a single battle.
Add a thief's testimony to Soulstealer Skullnix goblin thief NM as a possible drop.
Why?
/10chars
Getting a testimony for thief is as awful today as it was 10 years ago when I did it, you can spend 10+ hours trying and failing to steal one from a monster and having no real alternative but to keep trying. Doesn't help the developers remove it from certain monsters that should have one.
I picked a random thief NM with a 2 hour respawn and no wanted drops.
Unity Wanted battles should give some amount of Exemplar Points. The ones that are of appropriate minimum level to do so.
Suggestion quality of life improvement:
When changing job, make it possible to swap your main job with your subjob. Example: If my current job is NIN/WAR, I can select WAR as my main job, and that would automatically set NIN as my subjob, instead of having to first change your subjob to another random job, then change your main job to WAR, and then set NIN as your subjob. It's annoying.
Allow us to travel to any mog house location (first floor, 2nd floor or mog garden) from the NPC outside the mog house.
It's annoying to have to go into the mog house and then goto other floor / garden inside.
When the game chat window requires a numerical input, add facility for the controller to deliver it. eg when the Ephemeral Moogle asks how many crystals you want to retrieve.
It's a mild pain to reach over, grab the mouse, make the FFXI window active again (I usually have a browser or somesuch that I'm using open on another window, as I'm sure a lot of people do these days) and then use the keyboard to enter a number, when it'd be nice to just be able to push 'up' on the controller d-pad.
Or you can just use the keyboard from the get go ;)
unlock gender roles for the valentines day event would be nice, the male /female hookup party concept seems so old, why can we just do the event with 2 males or two females
Can we get some monsters specifically added to skillup or unlock latents on? With very very high HP and high defence and other stats.
This would be a huge QoL addition.
Can we get an account wide mog garden mog space? So any character you log into on that account can access an 80 slot shared inventory space.
Add a message for content that requires a key item to enter, to tell the party leader who does not have the key item.
Do you have any idea how annoying it to make a party and one person not having a key item and not knowing who it is!?
When your delivery box is open, show the number of items eg 60/80 you have in your main inventory next to it.
How: Change your support job, then change your main job to the same before the first change takes effect. It's got a pretty tight window, the game sometimes needs to be lagging a bit.
Why: To check stats when they aren't affected by a subjob, for science. Also for trolling.
Allow players to sort characters on the login screen.