I'm not opposed to the idea, but if you're doing a magian trial, just equip some Regain atma and go to Abyssea. That's what I've always done.
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That works fine if the trial is for kills, but if it's for just weaponskills or weaponskills doing a certain amount of damage, it's hideously inefficient to actually be killing, running off to engage a new target, and getting just one hit in before having to repeat the process. Sure, you can down-gear and try not to do too much damage, but you can only curb yourself so much, so at best you might occasionally get a second hit in.
On the TP bonus track for dagger, there's "cyclone 300 times on beasts", and later "any weaponskill for 400 damage on arcana, 500 times." Locus dhalmels made the cyclone trial take about an hour; the best I can do for arcana is putting me somewhere a little over four hours, for less than twice the number of objectives. Would be even worse if not for energy drain, which technically does damage but doesn't reduce the target's HP, nearly doubling the survivability of targets.
It's kind of weird when you think about it though. There are a few high-level arcana out there, but they're all like mini-boss grade stuff - iron giants, caturae, things you don't want to just go and fight casually. Meanwhile beasts, amorphs, aquans, vermin, undead, those are out living the high life with their Apex and Locus camps.
I would love to see a serious end-game event in Ghelsba Outpost / Fort Ghelsba. The map is just so huge.
I think sortie would have been so much more fun in a map that is ...recognizable to humans? familiar outdoor terrain, instead of purple squares, ramps and hallways.
I'm going to post this is English, google translated Japanese Kanji and Japanese simplified.
First I apologize for the Google Translate Japanese. As the player based starts to get older, we have less time to dedicated to the wonderful world of Final Fantasy XI. I would like to suggest few quality of life changes that would hinder real money trading. The changes to be to have the Monsters that are place holders for Notorious Monsters respawn at a one minute rate for the ones that are required for Empyrean Weapons. Furthermore, the Key Item that is required to start a fight with a Notorious Monster in the Abyssea areas should be purchasable with Cruor currency. Longtime players have millions of this currency in stock and do not have anything relevant to purchase with this currency. A suggestion would be to have each key item cost 1,000,000 Cruor per key item. This I believe would be a incentive to reestablish parties in these zone and combat real money trade. Thank you for your consideration as your American Audience is still very active and love the world of Final Fantasy XI.
まず、Google翻訳の日本語についてお詫び申し上げます。 プレイヤー層が高齢化し始めると、ファイナルファンタジー XI の素晴らしい世界に費やす時間が少なくなります。 リアルマネー取引を妨げるような生活の質の変化はほとんどないと思います。 変更内容は、Empyrean Weapon Questに必要なモンスターのNotorious Monsterプレースホルダーモンスターを1分間隔でリスポーンすることです。 さらに、アビセアエリアでノートリアスモンスターとの戦いを開始するために必要な重要なアイテムは、アビセア通貨で購入できるようになります。 長年のプレイヤーは在庫にこの通貨を数百万単位持っていますが、それで買えるものは何もありません。 各アイテムのプレイヤーのコストは 1,000,000 Cruor であるという提案です。 これが私たちがこれらのゾーンでグループを再設立し、リアルマネー取引と戦う動機になると信じています。 アメリカの視聴者は今でも非常にアクティブで、ファイナルファンタジー XI の世界を愛していますので、ご検討いただきありがとうございます。
Mazu, gūguru hon'yaku no nihongo ni tsuite owabi mōshiagemasu. Pureiyā-sō ga kōrei-ka shi hajimeru to, fainarufantajī XI no subarashī sekai ni tsuiyasu jikan ga sukunaku narimasu. Riarumanē torihiki o samatageru yōna seikatsu no shitsu no henka wa hotondo nai to omoimasu. Henkō naiyō wa, Empyrean Weapon Quest ni hitsuyōna monsutā no nōtoriasu Monster purēsuhorudāmonsutā o 1 funkankaku de risupōn suru kotodesu. Sarani, abiseaeria de nōtoriasumonsutā to notatakai o kaishi suru tame ni hitsuyōna jūyōna aitemu wa, abisea tsūka de kōnyū dekiru yō ni narimasu. Naganen no pureiyā wa zaiko ni kono tsūka o sū hyaku man tan'i motte imasuga, sore de kaeru mono wa nani mo arimasen. Kaku aitemu no pureiyā no kosuto wa 1, 000, 000 Cruordearu to iu teiandesu. Kore ga watashitachi ga korera no zōn de gurūpu o sai setsuritsu shi, riarumanē torihiki to tatakau dōki ni naru to shinjite imasu. Amerika no shichō-sha wa ima demo hijō ni Akutibu de, fainarufantajī XI no sekai o aishite imasunode, go kentō itadaki arigatōgozaimasu.
You do not need to waste time using google translate to get you post read. Community team members regularly refer content here to the JP staff. Them not posting doesn't mean comments aren't being read.
A few QoL suggestions I thought of:
1) Have Divainy-Gamainy accept multiple types of stones in a single trade.
2) Add items to Moogle Storage Slips:
--a) Furnishings: Crimson chest, Korrigan pot, Mandragora pot, adenium pot, citrullus pot, Handful of Adoulinian tomatoes
--b) Adoulin Quest rewards: Hoe, Straw Hat, Thatch Boots, Glorious earring, Midras's helm +1, Councilor's Garb, Councilor's Cuffs, Homiliary
--c) Voracious Resurgence quest items: Esthete's armor set
3) Add a NPC like the Ephemeral Moogles that the player can store relic, mythic and empyrean weapon currencies with. The NPC could also convert the currency like the goblins in the beastmen strongholds if enough of the currency is stored on them. Aside from the Dynamis currencies, maybe they can provide a Cat's Eye, Bayld Crystal or Dense Cluster if the player stores enough of the respected currency on the NPC. This would alleviate a lot of the burden of making a new ultimate weapon.
Another QoL about the same as the precedent post :
Making a pouch (like Mog slips), for currencies. You can then exchange your pouch with currencies to stock them from 1 to 50.000. When you use the pouch, it'll yield 99 Currencies.
As for Sortie : Can you make the possibilities to trade AF/Prime items to be exchanged for Currencies ? , So, if i dont want to make a prime yet, i can upgrade my Empyreal AF first, or if i dont need Empyreal AF i can build more Gallimaufry for Prime Weapon.
As for Mercenary : Can you make a new t'chat channel for Mercenary purpose, and ease the Shout/Yell away from them ? (With a Banner Hammer over their head if they Shout or Yell).
Legit Shout are lost in the t'chat log these day, you can miss them.
As for now my shout and yell are set on off, and it is sad because i miss a lot of legit tell for doing things without buying, just by playing.
As for CP/Ex/Merit Point, the camps are all for bot only. You've put the bar so high with the exemplar point that is not funny to play. Odyssey is a great place to level thoses, maybe adding some more zone like SHeol A,B,C to farm them more often.
https://ffxiclopedia.fandom.com/wiki...of_Vana%27diel
.....I mean......XI characters went to eorzea but nobody knows much about these lands in Vana'diel.......
My suggestion is pretty obvious.
QOL suggestions:
Sortie:
allow us to trade in unwanted Old Box earrings for more Galli (scale with quality)
allow us to trade in all spare gems for more Galli (scale to stone type)
Assaults:
Allow players to take multiple assaults at the same time, when im on a mythic grind, id love to be able to stay at the same staging point for my 4 tokens to burn them out.
HTBF:
Put a HTBF merit NPC in Selbina and other towns for ease of access, or better yet, make the BCNM have us spend merits to access the fight rather than needing a KI.
Other:
more community based content like costume design contests and more
maybe a quarterly mount vote for new mounts, let the players choose.
more community events as a whole, like art contests for dumb prizes, like certain Kupo Vouchers for Vanity items or such.
I have a new QOL hope. FFXI is moved to the XIV engine.....(A man can dream...)
IDK i'd probably aim for something newer at this point.
I get what you are saying but at the end of the day the XIV engine is still fine. No need to waste money on a new engine for a game that may or may not attract new gamers. At least with that they can reuse the same game client as XIV and allow people the option to play either or title. This will make it easier for devs to go back and forth between the two.
See this makes the most sense. As this puts all the programmers on the same code base, and actually make it an expansion to FFXIV. Vana'Diel would be it's own separate area keeping it's own XP rules jobs gear swaps etc, and use XIV's interface. Inventory slots upgraded to 100 (even if we need to do a quest to upgrade them to that) The only suggestion I'd make would be to maybe lose the WotG expansion, adjust the SCH and DNC quests so they don't involve the past, and add Fort Karugo-Narugo, Grauberg and Vunkerl Inlet to the present zones they connect to. (Since it technically was only supposed to last until the comet went away again). This doesn't effect REMAP gear at all. Only thing we'd lose is the interaction with the Dancer of hotness, which is good enough for me to keep it. Do the linear Expansion of the game, starting with the base game, then RoZ, CoP Wotg Abyssea and the side stories, SoA, then add RoV then TVR. Starting with the base game and getting it right is the most important.
As far as players transferring to new Vana'Diel, being able to transfer your old character would be nice, with Achievements Gear and accomplishments intact, would be preferrable. The ability to jump between Vana'Diel and Eorzea would be cool too, but both areas have their own separate levelling systems so you'd have to level up in the other "world" and use their rules. Think of it similar to the "World Tree" system in Sword Art Online, and how you could transfer your character back and forth between games like Kirito did between Sword Art Online, Alfheim Online, and Gun Gale Online.
FFXIV's engine isn't bad (largely because of all the middleware they employ) but they would definitely do better with UE4/5 or Unity.
Unity right now is losing the vast majority developers because of the contract issues they are implementing. Ontop of that they haven't done any work on the UI and UX upgrades that they promised they would add.
Like yeah the UE4 / 5 would look great but I would guarantee ol' Todd Sweeny (Dickhead CEO at Unreal) would try and contractually try and force a FFXI remake as a Epic Exclusive.
I mean, I agree with your post, except this! Why the WotG hate?? It's my favourite story of the lot!
XIV engine makes a lot of sense because virtually all of the models and textures have been implemented in XIV. That said, it could be easy peas to transfer those over to one of the other engines mentioned, for all I know.
I wish they'd outsource a remake of XI, or even try to crowdfund it. From the We Are Vana'diel interviews it looks like they subcontracted in the past anyway!
I think World Tree == PlayOnline Viewer XD
1234567890Chaos is identified in the TVR story as a terrestrial avatar. new summon when? <3 <3 <3 <3
Just trying to be practical, nothing wrong with WotG per se, but it'd still take development time to port over, and losing it would be minimal, aside from the mission story arc, and the needed adjustments to the DNC and SCH job quests, so that they don't involve the past zones to complete. and adding Fort Karugo-Narugo, Grauberg and Vunkerl Inlet to their respective present zones. (Then again I just realized I didn't take into account that Walk of Echos is strictly a past zone event, and is used to upgrade Empyrean weapons, so there's that, but you could work around that with the other confluxes in Present Vana'Diel)
WotG is my 2nd favorite Mission Story Arc behind Chains of Promathia.
Past versions of existing zones might have been seen by some as a cop-out, and I understand that. But I think that the expansion probably wouldn't have really worked without them- The new areas were supposed to be in the same parts of the game world, so some of the existing areas were kind of necessary to link them. But this is also why time travel is so problematic.
I love WotG as it is. I always did. We all knew it was a cop out expansion because they were throwing everybody on 14, but it was still an expansion that worked, and it was so cool to see. There's design decisions they made that I have a strong dislike for but overall I still enjoy going to those zones. I truly despise SE for their behavior towards XI. I know all the lands from the lore. Lands we'll never get to see. Even Everquest enjoys new expansions to this day. What a waste by a cheap company. But I know I'm well beyond the broken record stage on this issue, so it's probably the last time I ever bring it up. I'm serious. 99%. I'm done with the subject and I hope some day a third party can find the talent to make it happen after live servers go down for good. We already have to do everything else for ourselves. May as well finish the game ourselves, too.
Oh, another perhaps more realistic suggestion.
Is it possible to make the exp campaign bonus permanent? It just feels deflating to exp after the campaign is over. If the goal is to get more ppl playing for that period, perhaps keeping this event live all year til the end of XI service, which will keep more people playing.
(Feel like I already said this.....but 295 pages.......hard to keep up with what I say, because most of it is the BS anyway)
idk exp is still pretty dang fast compared to the olden days even without the campaign. If they made it permanent what would they do for comeback campaigns to make them exciting/enticing?
Frankly I just want the campaign to start applying to exemplar points since that grind is actually worse than the original grind back in the day.
I agree, a person can level up pretty quick now vs the old days. I could imagine a nice happy medium in the future if the company has the courage to either remake the game on UE5 or what engine or make a sequel, that solo xp is very much doable but will be more grindy than say partying with people and certain mob stats are adjusted slightly based on how many players are in the party and give more xp based on number of party members. I think it would be a good incentive to party to level up faster but also add abit of a challenge at the same time.
Quality of Life improvements I'd like to see:
1) Job points Exchange - We can finally shift job points gained on one job to another that needs it, eg. BLM 500 job pts over to SMN, that actually needs it.
2) Movement speed - General increase for everyone by 10-15% so we can all move about quicker.
3) Synthesis cap - Release the cap on general synthesis so we can get them all up to 100+, instead of up/down shifting.
4) Seals NPC in Aoudlin - Can the Seals NPC be outside Western Aoudlin Moghouse? replacing the NPC that looks like one opposite Eternal Flame.
5) New Higher-tier battlefield - Clash on the Big Bridge: The almighty Gilgamesh with his trusty dog companion can be a fight in Reisenjima (not at the mothercrystal but on the path, as in during The Voracious Resurgence missions). Trusts allowed & certain gear can be obtained. Could be a Shadow Gilgamesh (FFXI Norg version) first then turns into the Almighty Gilgamesh in some weird dimensional shift as a 2-part battle or Norg Gilgamesh comes alongside to fight alongside me as part of a mini-quest. Abyssea Gilgamesh lets us know about the Almighty Gilgamesh running about in our world.
FIX ARCHERY! I wanna RNG! Been too many years!
adjust the damn EP loss above ML35. The scale you guys built was meant for when MLs capped at 30, and is so punishing to the single character player that it makes one AVOID the jobs they've worked the hardest on, simply out of fear of losing EP. The only ones benefiting from your system are bots and mercs.
I never came here asking to be liked, but thanks for sharing anyway.
Maybe it was sarcastic but it was also a valid point. You didn't give any details that would be useful to someone who might actually want to make improvements to the job. So instead of wasting a post to hate on me, maybe you should just actually post your desired changes. Because I would and I'm sure other people here would like to know what you think RNG needs. And that was the whole point of my post, to spur you to post something more specific.
For instance, I have a pretty long list of things I think they should do to make SMN better. But if I just post here and say "SMN sucks, I wanna play the job I love again," that isn't useful feedback to the dev team, but if I posted specific pain points, like, for example (not asking anyone to support or agree with these, its more for example purposes)
- Generally improve staff WS across the board, aside from Myrkr / Spirit Taker, to make solo/trust play a little less painful, this would help SMN and other jobs as well
- Get rid of the content-specific nerfs to blood pact damage and/or make balance adjustments in other areas instead so SMN has a more consistent feel across all content
- Chaos is a terrestrial avatar, when can we have it please
- More BP delay reduction so SMN can keep up with the speed that other DPS jobs can land bigger attacks and/or make it easier to maintain multiple buff effects
Giving specific feedback will give the greatest chance for your posts here to have an impact. So... I apologize for the snark, but you really could have given some more details.
I second this, but it would be better to just not make the TNL ramp so ridiculous in the first place so that ordinary players would feel like reaching max MLv is an attainable goal without resorting to methods that most of us would probably agree are undesirable.
This is what all those people who quit wanted. They wanted the danger of dying back, they wanted that ungodly exp grind back . It's all there, but where are those people? :)
Everything exists on a spectrum and there is a balance to be struck. In this case, the basically exponential ramp means the losses in the last few levels can be hours of effort. I think a reasonable cut off point is when it takes longer to regain the points that you lost than it did to earn them in the first place.
I'd appreciate, at the very least, the addition of more Locus and/or Apex level monster camps around the world or perhaps the alterations to some. Maybe more battlefields like Peach Power.
I currently am doing the Oboro JP grind that takes 15 weeks due to the 700JP weekly restriction, and I'm up to about Master Level 24 Warrior as a result. But the places I go to grind out the JP are starting to feel stale as well as lonely.
It's bad enough that the grind will become even more of a mountain, but I was sick of Colibri and Imps back in 2007. And I feel like there's a lot of Apex monsters that don't make sense to fight, like the Apex Bhoots in Rakaznar Inner Court. Who would willingly fight those over the skeletons or hounds?
I'd love for there to be Apex or Locus beastmen camps. There's some portions of Fort Ghelsba that haven't had a foot on them on any server in years that would do nicely for Locus Orcs. A far corner on the upper level of Beadeaux could do nicely for Apex Quadavs. Locus demons in the basement of Castle Zvahl, mayhaps? Locus Detectors and Aura Dolls in one or two of the unused Velugannon Palace basements? Maybe stick some Locus monsters into Abyssea that level up and play by Abyssea's rules at the same time?
Maybe choose a side of Ro Maeve Moongates to turn into a Locus Golem camp? Apex Goobbues somewhere in Sanctuary of Zitah?
And definitely have double exp campaign affect exemplar points too. Maybe put Super Reraisers in the Curio Moogles as well, they cut the losses by a substantial amount.
This isn't really the spot to discuss this, but I've got one more that will make a whole lot more impact than you'd think, and benefit a lot of jobs: Give us a no-delay gear swap option. The one second delay between equipset uses destroys summoner and anything trying to use quick magic, and we don't have enough macro slots to dedicate two to switch sets for any one purpose.
I never realized how much my delay set and my blood pact potency sets actually interfered with each other; you don't get a whole second between triggering a pact and having to be geared up to support it.
Extending the in-game macro system so it can read outside files, even if the only action that can be taken in those files is /equip, would do so much to make the game more playable without resorting to the forbidden clients.
Well, there are solutions to this if it's a problem.... though we can't post those here. Though at least on summoner, the delay isn't too big of a problem, I just have to account for it for subsequent swaps. Doesn't mean it couldn't be better though!
The point of the post though was really just to illustrate what useful feedback looks like. I made the snarky post because the other poster just said "make my job better" without saying what they felt was wrong with it. I acknowledge it was a bit of a jerky post, but I'd still like to know (and I'm sure the devs would) what's wrong with RNG.
I mean, fair point. I know I've never seen an Archery Ranger, only Marksmanship, but I have no idea why either. At this point if we're asking for major gameplay tweaks... well, we're wasting our time, to start with. But pretending it might help somehow, it's kind of necessary to approach it like the devs have not played the game at all, because whether that's necessarily true or not, we should know by now that they can have wildly different perceptions of how things should feel and work compared to how the playerbase expects them to. We might be past the days of "NIN is a DD, SAM is a tank", but that's still part of the recipe.
I'd like to see area of effect prism powder and sneak oil. I wouldn't say no to Hermes quenchers, either.
Accession, exists, but consumables are undervalued, underutilized, and underappreciated. And having it be area of effect means no more party members saying I forgot mine.