Mr. Matsui,
Please, make a vanadiel Lodestone version and make it for yesterday!
Producer Letter (yes.please)
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Mr. Matsui,
Please, make a vanadiel Lodestone version and make it for yesterday!
Producer Letter (yes.please)
i would like to suggest making RDM useful again. here are some ideas:
allow rdm (either through a JA or maybe just a spell) to cast its buffs on others. I dont see the balance issues of having a rdm being able to cast stoneskin/phalanx/temper/enspells/boosts etc other players, since sch or /sch can already do this.
give rdm debuffs that are unique to the job (and dont give them to all other jobs the following update hi2u break, addle), ex: magic dmg down, magic def down, a spell that annuls mobs ability to heal themselves, etc
for the melee enthusiasts out there ( surprised you still exist) a stance that increases melee output while draining mp (either a la souleater or just a mp- per tick)
that is my suggestion box!
Greetings,
I have been very happy with the changes and updates for Puppetmasters thus far, what I'm still dissapointed in is gear selection for the "Master", the player itself. The job is by no means a mage job...we do not have spells, or a base magic skill level. I can't seem to wrap my head around why SE has decided to place Puppetmasters in the gear category as those of a mage...
Heka's Kalasiris...Lv. 95 WHM/BLM/RDM/BRD/SMN/PUP/SCH
All jobs listed are mage jobs...all with some sort of magic base skill...all except for one...PUP.
The job, to me, was meant to be a DD type job...nothing about us screams magic...but all the viable DD gear in the game...and hardly any of them list PUP...
Look at Stringing Pummel, one of our only viable weaponskills...our Weaponskill modifiers are STR and VIT...looking at gear choices...most high level gear is all mage gear, and hardly any of those stats to go around...
I'm not asking for PUP to get a magic skill, nor am I asking you to beef PUP up to be on par with a MNK, all I'm asking is for the possiblity to have more or better DD gear peices...we're supposed to be the tank for our auto.
Mythic Weapons
As a player who has wanted Nirvana since it was announced, I feel something must be done about attaining Mythics. As is, it is near impossible to attain. This is made more obvious when comparing it to the ease of relics and empyrean weapons. Moreover, stop making weapons that do nothing for half the jobs in the game, Mages. Seriously as a SMN a mythic is my only relvant option. Alexandrites need to be 10,000. The Eyepatch should be 50,000 ichor. The Nyzul tokens should be 750,000 if nothing else.
Einherjar
No one does Einherjar since its change (that everyone needs feathers). This is just another block I cannot work on unless something is done. Alot of players are greatly disatisfied by the Einherjar renewal. I seriously suggest you take a look at Seankp's thread here (http://forum.square-enix.com/ffxi/th...amp-Suggestion). This is exactly what the community wants and what a renewal truely is.
ZNM
ZNMs either no one touches or is reserved to get Pandemonium Warden, if you are lucky. With everything else that is needed for a mythic do we really need another grave timesink? Empys and Relics can be done in less than a month... mythics take way too long without this process.
Assualt
Speaking of which, Assualt really needs to be a stone-esque system where attaining captain shorters the tag cooldown timer. Nyzule is great but Neo-nyzule is aweful. Randomness should NOT be a factor in any event! I really like that if you made it to X floor if you set it to X floor, you get a credit to get what you want. This is how every event should be.
Salvage
FOR GOD SAKE, CHANGE BHAFLAU! A chance at a chance is utterly rediculous, demoralizing, and unfun! At least gaurentee a pop when facing a Reactionary Rampart! And of course more alexandrites if the number needed do not change.
Job Specifics
Summoner!
More avatars! Where is my Caith Sith! Anyway, something has to get done about either Avatar Damge or Blood Pact Delay (outside of that 2hr). We are severly lacking in damage potential when compared to nearly any other job at 99. Also please don't make any more 2hr only avatars... as a Summoner I want my deity to smash things with me, not just leave me hanging...
Blue Mage
I really hate needing to reset my spells... Can we have 3 spellsets? Pretty please?
Red Mage
More unique spells. Someone mentioned Faith and Bravery which I thought were cool. If SCH is an overtime job then let RDM be an immediate effect job like a spell that just gives 25-50 TP (based on enhancing skill). Moreover, enhancing skill should play more of a role in potency for almost every spell that doesn't work this way... looking at you Adloquim... Also RDM needs plague, virus, amnesia. Amnesia could be a flash style spell for job abilties. Hell how about more flash-style spells for RDM-only? A flash silence would be great.
White Mage
A retooling of raise from a WHM. Were Raise -> Araise goes from 5min weakness to no weakness.
New Jobs and Old Gear
The community does not accept that BLU cannot be added to Excalibur or COR cannot use Annihalor. If it that much of a balance issue, let us magain it somehow to a sidegrade relic! If you wanna keep doing sidegrades, I'm fine with it but I don't see a reason why my SCH cannot use Dalmatica. If anything this only invigorates the desire to do "old content"
Voidwatch
There needs to be some system that awards you credits for kills, kinda like legion. Players shouldn't have to go 500+ kills just to get something like Toci's Harness. I'll gladly face 500 pils if I were garenteed a Toci's Harness. Also the whole pulse cell thing is good but should be applied to all ra/ex gear.
Legion
Ugh... legion.... As is, most of the population cannot do the event due to difficulty. Moreover, all drops in legion should be buyable with gained points.
Sorry if this have already been said, but i would like some light shed on how weapon skills will be revamped for each job. Speaking as a DRG I would also ask for some kind of unique way to spike dmg in hnm settings, ie an ignore def trait or a JA that can grant ignore def bonuses that can stack with weapon skills, maybe another jump that can share timers with said effect? I would like to also ask if a wyvern's tp would not be used when using breaths that heals status ailments.
H-Hello... I wish to start by thanking you very much for offering to your players this salient opportunity to impart our visions, which, where possible, I am sure we hope can be actualised to improve this magical game, though at this juncture the throng of ideas must amount to a veritable deluge, and I apologise for adding my own to that...
As a new player (or one that played briefly eons again and has only now returned in a more substantial capacity), and one that is equally interested in non-combat related activities, my first thought was to engage with the 'Hobbies' system (in particular, Harvesting), in the hope that I could craft my own equipment items to use as I levelled. As someone that wishes to gather all of the raw materials myself, rather than buy them from the Guild Shop or at the Auction House, I have found a number of issues that render this facet of the Hobbies system quite dispiriting and tedious...
My thoughts on improving Harvesting, Excavating, Mining and Logging would be as follows:
1) Allow every item accrued from the above Points, or from monsters (such as ores, logs and hides), to be stackable up to 12. It seems completely unfair that those amassing grasses and other such items through Harvesting can stack the vast majority of their items, whilst the other players cannot, necessitating a number of return trips for newer players that have no inventory expansions as their paltry space is whittled away by individual entries of the same item.2) Implement a graphical effect, such as an unobtrusive glow, about a Harvesting, Excavating, Mining or Logging Point, so that the player can locate these Points from a distance, without having to tap the 0 or Tab keys incessantly in the hope of finding such a Point on their screen.3) Utilise more thoroughly the vast and beautiful world of Vana'Diel through placing Harvesting, Excavating, Mining and Logging Points on a great many more field and dungeon maps (for example: Harvesting Points in the Pashhow Marshlands and the Boyahda Tree, Excavating Points in the Kuftal and Gustav Tunnels, Logging Points in the La Theine Plateau and Mining Points in the Uleguerand Range and North and South Gustaberg). I envisage the above Hobbies as something for which a player need not go out of their way, able instead, for example, to stop on a map that is along the way to the destination where they plan to party, to quickly gather a few ores or other items that they could later use. With so many maps going unused, it would seem possible that, if fully utilised, a player would never be more than three or four maps away from another set of Points of the type that they desire. This would also mean that the items offered in a particular category could be spread out: for example, the Harvesting Points in West Sarutabaruta could be limited to carrying the items needed for Clothcraft, whereas the Cooking materials presently found in West Sarutabaruta could be offered instead solely in East Sarutabaruta, saving time (and Sickles) for those only looking for one or the other.4) On a related note, I often try to craft when out in a field to free some inventory space, but cannot remember the recipe that I wanted to use. Whilst it is possible to print out a recipe list from a third-party website, I feel that as much as possible should be resolved in-game, and wonder if something like portable recipe lists, bought from the corresponding Guild for a fee of a certain number of Guild Points, could be introduced, as Key Items that provide a list of recipes from, for example, levels 20 to 30, 30 to 40 and so on. I appreciate that a Guild representative in each Guild building provides a list of recipes, but, as far as I am aware, there is no way in-game to take those recipes with you around the world.5) I feel that there needs to be a better balance between paying for Synthesis materials via the Auction House or Guild Shop and going to obtain them yourself through the Hobbies system. As it presently stands, it very often takes an awfully long time, and a large number of Sickles, to gather, for example, 6 Saruta Cotton (enough to craft 3 Cotton Thread and thus make 1 Cotton Cloth), meaning that the alternative of simply buying them from the Guild Shop or Auction House costs less in terms of Gil and time. With no advantage to procuring the items yourself, the relevance of the Hobbies system is greatly reduced. It is my hope that point 3) above, in reducing the number of different items that a Harvesting Point, for example, would give by increasing the overall number of Harvesting Points across Vana'Diel and assigning fewer items to each, would benefit those that wish to enjoy the Hobbies system as they would more frequently receive the items that they need.Finally, entering the game as a new player, I feel that there are a number of issues not covered by in-game NPCs that could leave first-time adventurers confused... I am aware that some players are wary of 'handholding', but I hope that a balance can be found wherein the player can be guided in the right direction and then allowed to apply themselves to the task at hand... Things that I feel could be done to better ease the player into the game include:
1) If a player is looking to procure a Map that is not sold, but instead must be obtained through Quests or Treasure Coffers, I think that it might help for the NPCs that sell Maps of that particular Region to list such Maps, such that, when a player selects them in the list, they are given hints as to how they might obtain them (for example: being told that a Tarutaru researcher in the Optistery in Windurst Waters might need help with his transcription work if you select 'Map of the Horutoto Ruins', so that the player is guided towards the start of the 'Glyph Hanger' quest).2) It seems, at present, that it is left up to the player to ask another player in-game how to unlock their Support Job, because there seems to be no NPC that tells the player either the level required to undertake the quest or the locations at which they can be found. My thought is that, upon selecting the faded 'Support Job' option in the Mog House, the player's Moogle can tell them to travel to one of the two port towns at level 18, or something that similarly guides them in the right direction.3) Mimicking the issue above, I do not recall that the player is told either the level that they need to be or the correct place to go in order to begin an Extra Job quest. Instead of all of the Jobs yet to be unlocked registering as '???' in the Mog House, if the names of the Jobs were to appear - but stay greyed out - then selecting one of them could allow the Moogle to give a hint as to where the player needs to go to start that quest.4) The above issue, as far as I know, is also applicable to a Summoner looking to bolster their rank of Avatars: a new Summoner is given no information about what to do or where to go in order to secure pacts with the likes of Shiva and Garuda.I thank you wholeheartedly for being willing to peruse my thoughts and hope that some of the ideas might be of use going forward as you look to strengthen further this wondrous game and its breathtaking world. ^_^
Thank you for reading my message.
My desire is to make the game more approachable to a person who is completely new and may or may not yet have a circle of friends to call upon for help. Therefore, my concern is the lack of available low and mid range gear available to new players.
I would like to see changes made to the crafting system.
Specifically, I would like to see the difficulty of crafting mundane or non-magical items lessened.
For example:
Creating a set of bronze armor or bronze weaponry.
-With level 0 blacksmith the player could create the entire set of bronze armor or bronze weaponry under the Amateur rank with little issue.
-The player could gain skill up to level 10 blacksmith if they continued to craft the particular set of armor or weaponry under the Amateur rank.
-Upon reaching level 10 the player could no longer gain skill from bronze armor and weaponry under the Amateur rank and would instead need to craft armor and weaponry under the Recruit rank.
-This pattern would continue through each crafting rank. Allowing the player to craft their own basic gear.
-Items deemed magical would retain their normal crafting difficulty.
I believe that this addition would help new players become more self-sufficient and hopefully keep them motivated in playing the game.
Also, should there be adjustments to Item Augmentation of gear to make the resulting enhancements more appealing, a new player could potentially create a decent piece of equipment for themselves.
I would like to suggest something so monumental for a future expansion it will blow everyone's minds and cause long time players to sing praises. You should be really be writing this down, because this will be the single greatest thing you can implement... Ready?
Access to the Far East.
Do fish ranking more often!
THIS. There are so many suggestions in this thread that there is no way anyone is going to read all of them, especially if they're all as long as some of you are making them.
Also, I've revised my original post to make the suggestions more specific than "FIX this!".
Umm... We already have that. I'm not sure if you noticed, but there's an entire expansion set in the Near East. (Hint: It's called Treasures of Aht Urhgan.)
I have 4 things in particular I'd like to see implemented:
First, Give Dark Knight 2 or 3 lvls of the Elemental Celerity job trait. The devs themselves have said they would like to see drks using more magic. The best and easiest way to accomplish this would be to allow drks to cast their elemental spells faster. It would not be overpowered, simply because drks only get tier 3 of the elemental nukes anyway. What's the harm in letting them cast those nukes faster? It would give Occult Acumen more of a use besides drain and bio.
Second, I would like to see a point system implemented in Walk of Echoes. Kinda like the old Einherjar. Give participants a certain number of points based on the difficulty of the conflux. Set up an npc (perhaps kupofried himself) to allow players to spend those points on items like the WOE weapon coins, devious dice, and liminal residue. Remove the random drops completely, and let players earn their own rewards. balance the cost versus the average amount of time a full empy weapon from abyssea drops would take to get. make the dice and residue ex, so players couldn't sell them and do more damage to the already inflating in-game economy.
The gear drops from WoE could remain as is, or set them up to be bought with points and rare/ex as well. Set up temp item chests so players could spend those same points on temp items, like the way it's done with old and new Nyzul Isle. Giving players a concrete way to see their own progress is a better way to keep them doing an event, rather then the old, outdated random drop method.
Third, I would like to see an upgrade to the /yell command, allowing players in the other cities to see any shouts for events that may interest them. This would ease up on the lag experienced in Jeuno, allowing players to set the other nations as home points again, rather then having everyone afking in the streets of jeuno.
fourth, I would like more then 3 fully merited weapon skills available. Perhaps 5? so, I guess I'm asking that the weapon skill merit category be upgraded from 15 merits total to 25 merits total
If ENMs dropped the best level 99 gear... I am sure you'd see the entire server flock to it. It's a simple carrot on a stick approach. If the level capped content had relevant items to high level jobs I'd gladly do them. Garrisons and BCNMs are fun... heck I had a LS just for garrisons and it had 50+ members in it. I'd rather BCNM my material then endlessly whack at the same mob 1,000 times while doing a headstand on windsday just to upgrade a weapon.
Why did player's camp king bosses back in the day even though they have the drop for it? Why do people spend countless hours in dynamis just to upgrade a relic that they don't intend to get or already have? Why do people level more then one job past 99? Why? Maybe because they consider it fun? Maybe they will make gil? Maybe they like spending time with friends and like to be challenged together and survive as a group? Heck, 4 player leftt4dead 2 on expert is really really fun. The suspense of almost dying and making it through by the skin of your teeth are what make multi-player co-op game fun! If you make it too easy (like CoP), it's just wasted filler that people will yawn through.
Edit: An ingame mission or quest board would help A LOT. The #1 frustration with many people in FFXI over the years is finding people who are looking to do a quest, mission, crafing, w/e etc. The problem is not the lack of people willing to do so, it's the lack of an interface allowing players to find one another. In the past LSes were used to help people, but that is not the case anymore for the most part. Many players just shout in jeuno all day hoping someone that needs x,y,z done enters the city and decides to join in. The person that this player needs (for the above reasons) might be somewhere else passing time... farming, leveling, or even fishing in another city. Those people will never see those jeuno shouts. Some form of bulletin board is needed with an announcement system that "speaks" to players not just in jeuno, but everywhere. There should be a way to turn off the announcements too, or narrow them down with some sort of filter.
For example: I need help finishing a Rank 4 windurst mission. I post a request on the in game board for help for that specific mission and that I need 6 people. Later while I am fishing, someone in jeuno sees my post and needs the same mission done. They add themselves to the board and a message then appears in my text log: "(2/6) Playerxyz wishes to join you and assist you in your quest!". As more people post, the number rises until the predetermined number is reached, in this case 6.
If people can find people quickly and easy it will go a long way to bring the community together again and breathe life back into the game.
In honor of Producer Matsui's efforts, I would like to present this poorly edited image that is probably offensive to the entire nation of Japan for some reason I don't understand:
http://images.bluegartr.com/bucket/g...104f790327.jpg
Somehow, Charlie Brown just felt like the most appropriate base.
This game has made many changes over the years. We have went from exp parties that last all night to gain a few levels to exp parties that last a few hours and gain many levels. We have gone from camping timed spawn nms for multiple hours to spawning multiple nms in an hour. This game has made progression towards a better time.
And now is not the time to stop.
I have two broader ideas of what I personally would like to see happen in the future.
1.) Continued shift of reward system.
What I would love to see happen is the continuation of gradual reward system over the "all or nothing" system that has been used in the past. Currently the legion event uses the gradual reward system. You participate, you receive points for your effort in which you can spend on gear. Assaults used the same system. I, along with many others I'm sure, enjoy getting some reward for our time spent doing an event. We have already hit the peak of grinding experience points, now is the time to shift that grind to reward points.
Just remember, people have to want to participate to gain the rewards. What I would like to see is new (and eventually old) events have a point reward system implemented where the top rewards can be chosen/obtained with enough points equal to what you would expect to be a fair time to obtain. Along with the top rewards there could be supplementary items obtainable for "legendary" status weapons/armor and the like.
Some brief examples could be:
Assault: alex and more rewards could be added to specific areas that could be buyable with assault points
Campaign: campaign points could be exchanged for ancient currency from respective nations if certain strongholds are held, if northern lands is under control, discounts
Voidwatch: each successful completion of a fight would net a certain amount of points based on difficulty of the fight. Those points could be traded to obtain heavy metal/rift items/and pulse items.
Abyssea: could add more items to bastion like notorious monster drops (glavoid shells, carabosse gems, etc)
Legion: additional new craft items purchasable with points, etc
Pretty much get the idea? Think of how the mog bonanza prize structure was, multiple tiers of rewards, but just allow players to purchase their rewards with points earned doing the events. Top tier rewards costing a lot of points while smaller less rare rewards taking fewer points.
2.) Promote server-wide teamwork
Some of the best times I have had in this game is when new content comes out and everyone on the server works together to conquer the tasks. From the multiple linkshell absolute virtue attempts, to the twinkling treants that servers had to fight, there were so many good times when we all had a common goal.
The 2nd thing I would love to see happen is the promotion of server wide team work again. There are a few ways this could be done.
One way is with competition. Back in the day The Order of the Blue Gartr had a "big kill" list. This list kept track of linkshells and how many of the harder notorious monsters a linkshell had defeated and ranked groups. This could be done the same but instead of linkshell could be done based on server. I am oblivious to how much effort it would take to do a monthly survey of certain nms defeated and such, but if it is easy to compile, the extra competition would make things interesting again.
Another way, is to bring back world spawning HNM. However, instead of 1 alliance only fights, make it so anyone can participate in fighting the stronger HNMs. Sort of like a Super version of the twinkling treants. Have them spawn once a week, and when defeated, they give bonuses to entire server, like movement speed+12% for everyone, double rewards for certain fights, etc. Just make the rewards worth the fights.
Well that's it for now, whatever you decide to do just try to remember, players have evolved, and so should the game. Good luck!
The conquest system used to be a passive form of competition, however the rewards haven't changed with the times. One could strengthen the bonuses of a country holding an area by adding more services NPCs give (or maybe a slight break on prices... maybe award set number of seals (or just plain more CP) to people who help their nation gain #1st place in an area. Also, Expeditionary Forces need to have more of an incentive as well... they have been forgotten along with garrison. Since many of those events have a level cap, low level players can feel that they have more of an impact in game if they can help higher level players during those events gain special upgrades or items to spur them on.
The focus on the game shouldn't be how fast you can get to level to 75+ to have "fun" in FFXI. You should be able to have "fun" at any level along side your level 99 friends. The leveling system should be a slower process. The rate of exp you gain per kill is about where is should be currently, however the GoV and FoV books mess it up by force feeding you tons of exp and allow an environment for AFK leveling. Leveling should have a gradual pace with gradual rewards in between, while benefiting both lower levels and higher ones... while both work together for a common goal.
What can be a common goal shared by all levels?
Gil, conquest points (used to get seals), territory to name a few... there can be tons of them, and I am sure SE has many tricks at their disposal. If you can make a lower level player feel they have an impact on the world around them, there will be no need for a mass rush to level 99.
Tips to players posting in this thread (Dev team, no need to translate this post and pass it on):
#1. If you have 10 suggestions in 1 post and people think 1 is great, but 9 are useless, the 1 will be skipped over because noone will like your thread.
#2. I personally work on the basis of, if your thread is longer than my screen is high, it's too long for me to be bothered to read.
So I won't.
So I won't like it.
If others work on the same basis, they won't either.
So it won't get passed on to Mr Matsui.
So you wasted your time.
If you want to earn my Love and admiration... I forgot one thing.
1) Merit Weaponskill Limitation Increase.
*Please, IF you cannot completely remove Merit Limits like Byrth's Suggestion, Can you at the very least Increase it from 3, to 5 Full Merited Weaponskills? This adds a little more flavor and flexibility.
Thank you!!!
See, this is why they should have taken feedback in multiple thread. As it is this thread is little more than a jumbled mess, with one thread to post all our feedback in we're just going to end up with a whole heap of long posts with multiple points and no coherent focus, the thread itself is going to advance too fast, leaving some posts forgotten and giving the community reps far more work than is necessary. If you've got over 20 chores to do you make a list and do them one at a time, you don't try to do them all at the same time because you just end up failing each of them.
At the very least they should copy this thread into all of the job sections so they can get clear, focused feedback on jobs and leave this thread for feedback on everything else, though I would go further and copy this thread into the Items & Crafting and Battle Content sections for Crafting/Harvesting and Endgame feedback respectively. Why nobody at SE had the organizational skills to do this to begin with is beyond me.
This thread has gained at least 3 pages in the space of 12 hours, if even a fraction of the posts are as long as my usual posts then that's just insane and if we're posting all our feedback the posts might as well be that long. Even if you make multiple posts to separate feedback on different game aspects or different jobs, you're still pushing out the same amount of text. All you effectively do is push other peoples posts off the most recent pages where they'll be forgotten by most people. At least if every job had its own thread for this the threads would actually be readable by most people, I'm certainly not about to read the past 30 pages of this thread but I can guarantee that there are repeat suggestions when it comes to jobs, if I went back and took all the RDM or SMN suggestions in this thread and ignored any repeats, I doubt the new thread I'd make with them all would even break 2 pages.
A lot of Notorious Monsters, possibly all Notorious Monsters added from Abyssea onward, have a fair amount of Breath Damage Taken -%. I have no idea why, but this sucks for Blue Mage and it sucks even more for Dragoon.
If nothing else, Wyvern breaths should be separated from the pool of stuff affected by Breath Damage Taken -% because using a breath is a Wyvern's only option. Wyverns are just too T-Rex-like to hold a Chatoyant Staff in those little claws, and even if they could, I've never been able to teach any of my bros' Wyvern-bros Charged Whisker no matter how many times I use it.
Normally, Dragoon only loses out on a little added damage because of this. During the new two-hour ability or a highly questionable attempt to use Deep Breathing offensively, the loss is more pronounced. Still, this is the only offensive action Wyverns undertake other than auto-attacking, so every little bit matters.
Blue Mage...doesn't lose out on much because other available options are already better options. This is part of what makes the Breath Damage Taken -% of many Notorious Monsters confusing to me.
Someone mentioned getting rid of embrava and perfect defense. But they failed to realize the real issue of enmity and strategy fights. Both of these JA and spells are fine. What I want gone from end game events is:
TEMPS:
Start with primal Brew. Fine 200k item is fine, but if its going to be used it should only be able to be used on one fight. There also was absolutely no reason for it in WoE. This promotes a zerg fight and to an extent solo players.
When I play healer I get bored, Everyone has fnastic and fools drinks up. Again this promotes a zerg non challenging fight.
How can people test their skill and play a game with SE, your company giving us temps on every fight and event. If we get them for events.
WoE once per real life day would be fine.
Void Watch: again once per fight, not real life day.
Primal brew: Once it is used and a monster is engaged, it can't be used on a second monster. Get rid of it in WoE. I don't like the event to be over in two minutes after starting.
Nysle isle: This is fine with temps, as you buy them. I have no issue.
Salvage temps were ok as well.
Besieged and Campaign temps were ok. But again if you put a primal brew in there a lvl 8 besieged would be over in five minutes.
We never had temps in sky, sea, dynamics and those events were fun. No temps in KC 30 550 BCNM KCNM and again these were fun. If someone did do a perfect defense it lasted one round out of six fights. So SE why do you take away the challenge and give us temps on every event? Please stop it
People zerg because its easy and requires little strategy and works in most cases. But results in little satasication and achievement. Especially if you do the same type of zerg over and over.
Adjust easy prey mobs to stop aggro's when at lv99 when walking buy them, NM's still fine, it stupid when can kill them in a few, and You guys only change it outside of abyssea ,dynamis or event type areas. Exp is no longer a issue anyways.
If want those easy prey to aggro adjust them to decent challenge.
I know you need easy prey for the weapon trials that ok, also if there easy prey then they can aggro all they want to if fighting them.
Please adjust FoV Augments so that while they can not be removed, you can overwrite the augments with new ones (similar to Synergy augments)
Give Tarutaru's Stools!
The End.
http://gamerescape.com/wiki/images/t...ten-Bilten.jpg
Cant even see over his own counter.. /cry
1) Allow us to replay mission battlefields.
A lot of us like to play FFXI for the missions and story, but once we clear the battlefields we cannot attempt them again unless we tag along with someone else who needs to clear it. Please allow us the option to revisit these battlefields so that we may enjoy them again. At the moment, it is only possible to re-attempt add-on scenario missions because they have rewards. I hope that we can replay missions easily. No rewards are necessary either.
2) Implement an achievement system.
It would be nice for FFXI to have an official achievement scoreboard for players to keep track of their progress in the game. At the moment, the game already records achievements such as clearing events and killing NMs (and uses this for synthetic atma in Abyssea), so I hope a similar system is introduced to cover the entire game.
I would like to see achievements for mission completion, HNM kills by category, and event clears. I also understand that titles do something like this, but they are not centralized and don't cover every aspect of the game.
3) Introduce a bestiary.
Ok, maybe a bestiary is unrealistic because of how many monsters FFXI has. But a lot of players are interested in the enemy's max HP and level statistics. Could you introduce a way for players to find out about this? It would be best if this was an ability in game. Alternatively, it would be nice if you had an article every week or 2 weeks about special monsters in FFXI and some information about them.. maybe a secret about some NMs that have not been discovered by players. I think players would be very interested to know how rich the game really is.
I want dancer to be made useful for more than just soloing in abyssea. I want there to more emphasis on making dancer a desirable front-line supporter. Please no more useless combat related flourishes on a 3 minute timer. Please give dancer some abilities that can really help turn the tides of a fight - some better, more potent steps (because yes, they can stack with other jobs debuffs but it's just not a big enough boost to make people want to give up an empyrean DD job slot to a dancer) and some really good, unique sambas.
And please... lets fix waltzes. I understand that the mentality behind the shared timer is "No cast time in exchange for long cooldowns) but that pretty much makes waltzes useless when you can't cure at all for 20 seconds. Keep the timers in place for each waltz but please... lets split up the timers finally. I understand that all of a dancer's abilities in the same category are on a shared timer but for waltzes it just makes them unusable, which is one less thing we can entice people into inviting us for in a party - waltzes just need to be revamped in general.
http://wiki.ffxiclopedia.org/wiki/Nucleic_Implosion
Who ever created this ability needs to be fired.
First from the development team, then from a cannon, into the sun.
Thank you for your time and consideration.
Please don't ever make abilities like this, ever again. It instantly removes my urge to do anything in the game.
Overall:
*Give us events that don't require XYZ jobs to even have a chance of winning. Give players a reason to use the jobs they enjoy and stop elitists from cheapening the experience.
*If there must be an element of luck in the reward system, there needs to be a progressive component that encourages persistence. The game cannot sustain itself otherwise.
*Give people a chance to stop catastrophic TP moves, especially AoE moves (which needs to be more limited in its use). Giving NMs immunity to Stun or making the TP moves instantaneous is a rather cheap means of increasing difficulty.
Jobs:
*Summoner: No need for new avatars. Let's have final level 99 Physical BPs that outclass those of level 70 in terms of damage and accuracy. Give party members a beneficial aura for a certain time after use.
*Red Mage: There need to be a few things done to give back this job's identity. First, give the job some melee-specific Job Traits naturally (Attack/Accuracy Bonus, TP Bonus, etc.) to boost it's fighting potential. Moreover, introduce a Red Mage-exclusive (level 50+, 3 tier) Enhancing Spell Bonus Trait that gives extra Attack/Accuracy/Magic Damage when using Enspells. Secondly, Brave and Faith spells, again exclusive to RDM, would solidify the job's support aspect if it is modeled after the spells in FFXIII. A Pain-type spell would reinforce the job's enfeebling mastery.
*Paladin: I stand by my position to either raise the enmity cap exclusively for Paladin or lower the cap for all other jobs. I would also ask to reconsider the developers' resistance to raising PLDs damage potential through adding offensive job traits naturally. It would also be nice to give the job access to Hexa Strike since PLD has higher club skill than WHM (Sorry, Realmrazer just doesn't cut it as it is right now).
*Thief: Please improve Steal's success rate or just decrease it's cooldown time to 1 or 2 minutes. Other than this, I don't have much to request.
*Bard: More combo instruments would be great to lessen the inventory burden.
ToTM:
*Consider retooling the weather patterns in certain areas to give equal chance for either pattern.
*Allow Scholar's -storm spells to count toward kill quotas as long as that weather would occur naturally in the area (e.g. Thunder in Vunkerl, Gloom in Uleguerand). Also allow the spells to force geode drops while under the spell's influence.
Magic skills:
*Allow spells cast on other players and Adventuring fellows to increase Enhancing/Healing/Divine skill at the same rate as Enfeebling/Elemental/Divine skill when offensive magic is cast on monsters.
Hello! I'll leave some of my requests.
1- Make it so we can merit most of the weapons skills to level 5 and not just three.
2- Adjustments to the macro system, either add more lines or allow gear sets
3- Make Voidstones fill up faster
4- Remove entirely the lamp order on Nyzul Isle Uncharted
Thank you for your consideration :)
Good afternoon,
One of the biggest things I would like to see is an alternative trial for increasing level 95 relics to 99 relics. Suggestions for alternative trials and Umbral Marrow acquisition:
-Kill X group of mobs X amount of times with relic weapon skill. Much like the first few trials. This would make it possible for more casual players to obtain a 99 relic. That way, the trial can be done at one's leisure.
-Kill each Dynamis zone boss once, excluding Dreamworld Dynamis.
-Kill Dynamis Lord or Arch Dynamis Lord X amount of times (3-5). Might make it easier to find a group willing to take him out since technically, no one would be screwed on Marrow drops for the 95 -> 99 relic.
-Make Umbral Marrow an uncommon or rare drop off of regular demons in Dynamis-Xarcabard. No procs or anything, just a regular drop.
-Make 1 Umbral Marrow a 100% drop off of regular Dynamis Lord.
Keep the Umbral Marrow in place for the Afterglow versions. I usually only play with 2-3 people at any given time, and finding help for *5* Umbral Marrow is nightmarish. No one wants to PUG it since people get screwed, and people only look for certain jobs for ADL. Keep in mind that this next part isn't an attack, but players gouge the price of the Marrow to 20mil+, which makes it tough to buy. Having to pay 100mil+ for ~10 damage rating, increased ODD chance, and +5 accuracy or attack isn't worth it, especially since relics are supposed to be one of the easier weapons to upgrade from 95 to 99. That ends my part for Umbral Marrow/Relic trials.
Other things that I'd like to see:
-A High-Quality graphics engine.
-An option to change race. This would include stats calculations.
-A gear remodeling option. Take a piece of gear and make it look like another.
-A gear dyeing option. Some of the gear looks bland, but some would look better if given the option to change the colors
-An option to change name or reacquire an old name if the name you want is not only taken, but is also on an inactive account. Both criteria must be met so no one that has an active account gets screwed.
-Weapon Combining. A process where one would take a higher level weapon of one type and combine it with an equal or lower level weapon of the same type. It would take a portion of the damage rating of the combined weapon and add it to the damage rating of the higher level weapon. The bonus stats from the combined weapon would also carry over. However, limit the stats that would carry over to Relics, Empyreans, and Mythics. This would give a slight edge for those who don't want to obtain these weapons.
-Make newer jobs able to wield relic weapons.
Next time there is a Vana'fest, I want an interpreter on the community staff feed while the Developers' Talk happens and not a lame recap when it's all over and cool stuff is happening on the JP feed. My entire linkshell was asking "ROSA WHAT ARE THEY SAYING" while we watched the Japanese feed of the Developers' Talk even though I was one of only two people in the whole shell that knew even halfway what was going on with the panel.
First, thanks for caring enough to ask us. We appreciate it.
I have a few things to share.
o Skillups in Campaign. Skillups were made easier awhile ago, but Campaign is the lone holdout...I would like to level my jobs in Campaign, but I don't like to be so far behind in skills. Skillups should be on mobs only (not towers), but the XP nerf in Beastmen owned areas (which involve alot of tower smashing) should be looked at. The problem that led to the change years ago really no longer exists. I can get more xp off of a dynamis XP scroll.
o Obviously Neo-Nyzul is awful...but the idea is cool enough to save. Just ditch the randomness...either save progress like original Nyzul or something else so groups can hack away at higher level floors rather than always trying to climb 1-100 every run.
o I agree that lamps either need to go or be changed to something less hokey...The lights should not turn on until everyone has activated their lamps and then you get immediate lamp light ups if you click in the right order. There isn't enough response from the lamps to undertake them without Vent, other third party tools..and god forbid you have a language barrier...
o Its been said, and said again. Geodes should be either craftable, gardenable, *DIGGABLE* (more in a min) or drop frequently in Voidwatch.
o Choco digging. Needs an update. Full disclosure: on my two accounts I have both an A10 and an A15 digger, so I have done this hobby quite a bit. It used to be awesome during inflation, then it was pretty good after the initial changes, then it was great again with digging body pieces from chocobo games, then it became kind of bleh when the usual money items became the preponderance of drops in Abyssea/Voidwatch.
Choco digging (and also gardening) used to be great because you could obtain items that were pretty hard to get. Many came only from higher KSNMs. I used to dig primarily for stuff to craft with and saved a ton of gil doing that. I suggest that geodes be diggable either in single or double weather (might be dicey with the lack of dark/light/ice weather in diggable zones, or that *AND* day of the week during particular moon phases (hopefully not ele ore moon phase, but I would appreciate adding geodes to ele ore dig times). While it might be too much to ask that Heavy Metal Plates become diggable, that is exactly the kind of way to increase the supply of those things.
o I understand that Atmas are key items, and like all KIs they have a #number associated with them for storage within the game. I am curious if this couldnt be organized by the played (or...maybe...you guys?) to be something a little less hopelessly random. Alphabetical? Its so random I can't even tell what order they are in (if any), but even organized by what zone they came from with extras at the end would be good. This or give us user-stored sets we can select from in the NPCs menu. I could get by with about 5 stored atma sets...
o New Salvage. Take your time, and make it right please. We don't like random stuff, and we don't like luck based success. I already made a post about the proposed unlock system...I just ask that you remember that we enter with varied jobs who need varied quantities of unlocks. Don't leave us hangin without a decent way to get sufficient pathos unlocks. Also...remember that at least a part of why the original Salvage was successful was it was the premiere endgame event for quite awhile. A new salvage wont succeed *just* because it is new...basically see WoE.
o Finally...Mythics. Everyone wants ease of obtaining, etc, etc..Just something commensurate with Emps and Relics. Moreover, they need to suck less. Only a few of them are still worth getting. I'm sure Rune Knight and Geomancer's Mythics will be pretty good, the same way how Cor/Dnc/Pup relic is better than most jobs relic. Take that time as the opportunity to improve mythics overall, then make 'em a bit easier to get. 20k per Alex is nuts with all the quests involved in mythics as well.
All I got really...I hit the like on everything I saw that was good in this thread...hopefully some of these ideas people have get some attention.
Allow players to choose what level to sync to either via GoV/FoV books or a NPC. If "balance" is an issue, only allow certain levels to be chosen in certain areas. For example, allow players to choose a level between 20-25 in Qufim Island to sync to.
1. Do not bring Evoliths back. This was not a fun system, and no one did the content. Materia from FFVII was a great idea, why not ditch the entire Evolith system and start over with this? Perhaps it could be used to infuse Atma/Atmacite like buffs.
2. Get rid of timed spawns. Everywhere. It's a pain waiting real life time to be able to do content. Especially in line behind people who have apparently endless amounts of time to play this game.
3. revamp campaign or add another battle system like that for lv 99, was tons of fun at 75 we need another!
4. an improved way to organize sets of gear (i dont mean storage slips) i mean from our reg inventory/mog house storage etc. i dont have the answer Oo but current inventory is like one huge mish mash and god forbid you have to auto sort ;;
5. allow at least double amount of mailing slots ...sheesh
6. thf treasure hunter should affect rare/ex item drop rates immensely
7. bst: omg please allow us to control what target a pet fights when multiples are about. having to re-sic to the specified target 30x is highly annoying and pointless. they should stay on the target i specify, always.
8. increase mp and hp regen when kneeling 5 fold ,i cant believe after this many years its still this slow good grief /cry as i watch paint dry faster. even if its only when no one in pt is in battle for those that may say it would be op in some way Oo... just please, increase it when out of battle (everyone)
9. whm should have spell to remove raise sickness on party long cd of course, but it should be there ^^ /runs away.
10. Make it easier to log into this game.
11. Do not cater towards the ultra-casuals that don't play very much, but post a lot on here. We don't really need new exp systems and we don't need a lot of quests/missions/content targeted towards players that aren't 99. There are 10 years of this content that you've already developed.