June 2021 FINAL FANTASY XI Digest
The latest FINAL FANTASY XI Digest is now available! The digest covers key features from the most recent version update. Check out the video, try the version update, and leave a feedback based on your experience of playing the new content.
<iframe width="560" height="315" src="https://www.youtube.com/embed/NPdZdIFzyts" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>
- Please reply to this thread to leave your feedback.
- Please only post feedback pertaining to the version update and digest video in this thread.
- To better collect your feedback, we ask that you post one specific feedback per reply (of course you are allowed to post several replies!)
- Before posting your feedback, check the thread to see if similar feedback was already mentioned and hit the “Like!” button instead of re-posting the same feedback.
Things we would like to see done
Here is a list of goals that I think players need to continue to be engaged in this game.
- Campaign 119 revitalization in new (S) Zones
- Campaign Weaponskills unlockable via quest or Weaponskill trials.
- Certain Moghouse furnishings turn into key items once placed inside taking 0 room
- Inventory Expansions(Wardrobes, Moghouse, Sack/satchel/ or new introduction to case 2/3/4 etc.
- LESS time locked content and more OPEN WORLD Notorious Monsters (This will bring back the feel of real achievement having worked hard and long to get an item unlike new un-creative content like flux BCNM's in recycled zones.)
- Harder zones, hire map making dev's. Need more to do in game. We hit a wall with content and getting tired of half-hearted flux content in old zones.
I would appreciate if this was translated into japanese even for a stronger emphasis on the subject from anyone, thank you! I feel like they don't pay attention to what would make this game better.
solving inventory problems by auto-swap at job change
this idea would not affect load time between zones or total number of items available.
There are many items that are for just 1 job. All AF/Relic/Emp. armors, many R/EX also usable by just 1 job (regal gem is rdm only, regal necklace is cor only) severa ultimate weapons, su5 etc. So the idea is: Make something like mogWardrobe1 job-specific.
When you change main job, a different 80 slots of inventory is swapped in.
That's where players can hold all their job-specific gear, and if they want even some non-job-specific pieces that the player just likes to use just on that job, including ammo etc.
If you put a lot of rare/e gear just for SMN in there, you won't be able to reach it while on any other job, but if you want to you can change back to SMN and move something to shared inventory spaces.
That would effectively add 80x22 = 1760 extra inventory spaces, yet it would not slow down loading gear or zoning, because only 80 are available at a time on each job change.
Right now I have to consume inventory space for a regal gem for RDM even while I don't play RDM (it's not porter-slip-storable), for a regal necklace and COR bullets and consumables for COR even while I don't play COR, etc, and it all adds up, making me hesitate to get more gear or play other jobs.
It would also greatly speed up changing jobs, right now it can take a long time to swap all storage coupons when changing jobs.
i wish 1 /10000 fish u could fish up a rainbow fish for 10,000 hallmarks
i wish 1 /10000 fish u could fish up a rainbow fish for 10,000 hallmarks, or 10 silver vouchers.