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  1. #1
    Player Almalieque's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    21
    Character
    Almalieque
    World
    Asura
    Main Class
    RDM Lv 99
    Abbysea

    Increase minimum entry level requirement to 70-75+

    6 man xp dungeon

    Create a 9 floor dungeon where entry is similar to Abbysea

    3 floors are mobs for TP burn parties

    3 floors are mobs for Mana burn parties

    3 floors are mobs for traditional tank/mage/DD parties

    Parties with 6 or less people can get "tagged", similar to atmas, to allow them to kill a certain number of mobs within a certain time frame (i.e. 10 mins)

    The number of mobs to kill will vary on the type of mob (i.e. 25 TP mobs for 10 mins, 7 traditional mobs for 10 mins) and the average level of the party

    Completing these tasks yield similar value results as Abyssea or "end game" events

    There are no beneficial gain for exceeding the necessary kill number before the end of the time limit

    The time limit does not restart early.
    (0)
    Last edited by Almalieque; 08-17-2012 at 01:26 PM.

  2. #2
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Almalieque View Post
    Abbysea

    Increase minimum entry level requirement to 70-75+.
    Square, please do feel free to recognize unreasonable requests such as this.
    (6)

  3. #3
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Trisscar View Post
    Square, please do feel free to recognize unreasonable requests such as this.
    honestly why exactly this is unreasonable at all?, dont tell me because leveling outside is painfull and an unecessary time sink because it is not, this kind of request in my opinion is just lazyness from most of ppl, leveling is no where harder then it was in the past (outside of abyssea) and in my opinion what ruined the majority of the game is that in the begining they made abyssea 30+ instead of 70+, i belive the major damage that this have caused is that they pretty much picked up 8 years of content and throwed in a garbage can ( the fact you can pretty much get a job from 30 to 99 in one day then just breeze through old content to catch up makes the game experience alot worse then say wining the airship fight while level cap was still on (i needed 6 months to pass that so yeah it was alot hard)).

    you pretty much dont have a challange at all in the game and it becomes dull and boring very quick, im not saying also that uping the cap alone would imediatly fix the game but it is not as exagerated as it sounds, anyway look here : http://forum.square-enix.com/ffxi/th...l=1#post353272

    try and to think about it for a moment. i dont know if this will give something for you to think about or if you will just bash me out because my opinions might not be the same as yours but i want to hear your reasons on why do you think its unreasonable and check my points in that thread as well.
    (2)
    Last edited by Smokenttp; 08-17-2012 at 02:13 PM. Reason: grammar

  4. #4
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Smokenttp View Post
    *Snip*
    That was not an inventation to a debate. The producer said he wanted suggestions of what we would like to see, and I would like to see Square not back slide FFxi into a dark time in leveling.

    Also, recap CoP? Seriously? I'd rather see them remove the caps on the few places they still exist.
    (11)

  5. #5
    Player Zoux's Avatar
    Join Date
    Sep 2011
    Posts
    4
    Character
    Zoux
    World
    Cerberus
    Main Class
    RNG Lv 99
    Hello Matsui,

    Final Fantasy XI has come a long way. In getting to where it is today a lot of changes was done to the game, some that was met with high regards, some that was not needed, some that are yet to be, and some that was met with a lot of criticism. I want to point out 3 major game changing implementations that was done to the game and want to see their relevance be reassess for this new level 99 cap era. Here are the three changes below and the links to them.

    http://www.playonline.com/pcd/update...B1/detail.html
    "The damage and accuracy of a player’s ranged attack are now calculated based on the distance of the player from the monster. This determination varies from weapon to weapon, as does the ideal distance for maximum damage. In addition, the higher the monster’s level is with regard to the player, the less damage will be dealt with a ranged attack."

    http://www.playonline.com/pcd/update...N1/detail.html
    "An accumulative magic resistance effect has been implemented for monsters that /check as "impossible to gauge."

    http://www.playonline.com/pcd/update...G1/detail.html
    "The following adjustments have been made to two-handed weapons:
    - Two-handed weapons will now receive larger benefits from a character’s attributes, and will also inflict more damage when facing higher-level opponents or enemies with high defense."

    I want these past changes made to the game to be reassess for their relevance in the current state of the game. Most of these changes were made in regards to an level 75 cap era with no foresight into the effects these changes might have on the new level 99 cap era. Undo the two-handed weapons update and you revive the true tank class of the game, Paladins and Ninjas. Low accuracy against high leveled monster was what made Paladins and Ninja such successful tanks in the level 75 cap era. The less damage a job can inflict due to low accuracy situations means the more enmity a Paladin and Ninja can build and maintain since they relied not only on damage but spells.

    A distance penalty impose on just range weapons should also be impose on other weapons as well since you can still be about 4 taru steps away from a monster and still hit it with a melee weapon.

    A lance, scyth and great axe should do less damage if next to a mob, since you would in theory be hitting it with the shaft of the weapon and not the blade. These weapons should do max damage at the max distance a melee weapon will hit a monster which is about 4 taru steps.

    Great swords damage should also be penalize if a player is right next to a monster since the force of swing is landing near the hilt of the blade and not the tip or mid section of the blade. Max damage distance should be same as that of a lance, scyth and great axe.

    Daggers and clubs should also be penalize if not next to the mob since you would not be able to hit a monster with such a short blade or blunt if was not next to you. Max damage would be at 1 taru step or next to the mob.

    One-handed axes, sword and staves should be the only weapons not penalize because their effectiveness are useful at any location in which you can hit the monster. Damage should varied little from 1 taru step to 4 taru step from the monster.

    Therefore if such a thing as distance penalty is to be impose on range weapons you can in theory impose it on the other weapon types in the game as well. This should open up new strategy as well since everyone would have position themselve in combat and not just mindlessly engage a mob.

    Magic damage should be able to do full damage to "impossible to gauge" monsters as it already do to normal type monster. Unlike melee characters mages do damage with spells and are always limited by their manapool. Sure you can do a lot of damage in a short burst, but then your left standing on a empty manapool or eating dirt from those short burst or resting to gain back mana. Therefore this "accumulative magic resistance" should have never been impose on magic type damage to begin with. A group should always look to its black mages, and scholars for their main damage source, not to their melee's.

    These past 3 major changes in the game are what I want change. If you cannot change it then please reassess their relevance to the new level 99 cap era.

    Thanks for reading,
    (3)

  6. #6
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Trisscar View Post
    That was not an inventation to a debate. The producer said he wanted suggestions of what we would like to see, and I would like to see Square not back slide FFxi into a dark time in leveling.

    Also, recap CoP? Seriously? I'd rather see them remove the caps on the few places they still exist.
    i know that it was not an invitation and i am well awere that you can ask what you want its in the rules,but i wanted to see to why do you think it would be a bad ideia, the called dark age of leveling was actually when people enjoyed more the game even tough alot of things in the game where exagerated and broken (im not saying it was perfect as i recognize it had many flaws) like low exp output, favoritism of certain jobs in exp partys, but the game overall was actualy more well enjoyed by the player base. well you dont need to answer this if you dont want and sorry if imade you upset with something but i still am very curious about the reason it would be bad (mostly because i m finishing my game design course in college so i tend to be a bit pick about game related stuff so sorry about asking about it too much).

    The devs are giving us a chance to make significative changes to the game and rebalance somethings so healthy debates would only help on that (especially on a place they can see) as long as they remain healty.
    (3)

  7. #7
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Smokenttp View Post
    The devs are giving us a chance to make significative changes to the game and rebalance somethings so healthy debates would only help on that (especially on a place they can see) as long as they remain healty.
    I won't say that it was all bad, I have had some truly epic experience parties in the past. But as anyone can tell you, those were the exception rather than the rule.

    And true, a lot of it was the fault of the player base rather than the development. However, the development was a large part of the problem.

    Before level sync and FoV/GoV you had to deal with small camps that had annoying mobs that respawned too slowly and had too few spawns to support sustained experience chains. Colibri mimicked white/black magics, which caused Black Mages to be instantly and near universally be rejected for parties. And everything else in Whitegate areas had high resistance to magic, meaning Black Mages were considered a waste of a party spot.

    Aggressive mobs guarding the entry way into experience camps, sometimes breaking parties before they even gotten a single kill. Bounty Hunters engaging parties minding their own business, elementals wrecking havoc because the White Mage is doing what they should be doing, and on.
    (4)
    Last edited by Trisscar; 08-17-2012 at 03:42 PM.

  8. #8
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Trisscar View Post
    I won't say that it was all bad, I have had some truly epic experience parties in the past. But as anyone can tell you, those were the exception rather than the rule.

    And true, a lot of it was the fault of the player base rather than the development. However, the development was a large part of the problem.

    Before level sync and FoV/GoV you had to deal with small camps that had annoying mobs that respawned too slowly and had too few spawns. Colibri mimicked white/black magics, which caused Black Mages to be instantly and near universally be rejected for parties. And everything else in Whitegate areas had high resistance to magic.

    Aggressive mobs guarding the entry way into experience camps, sometimes breaking parties before they even gotten a single kill. Bounty Hunters engaging parties minding their own business, elementals wrecking havoc because the White Mage is doing what they should be doing, and on.
    pretty much agreed with every thing here, altough there i did not sugested a full fly back to 200X i tried to keep the good aspects that went improved over the years (and yes i know i said to nerf gov but thats because pretty much it brought abyssea to the out world.i just fell that the level progression went by too fast and ppl tends to get lazy in this kind of pts).

    btw do you think i should separate those ideas in diferent threads? i mean some ppl are telling me that there are some ideias they like there but they are not hitting like because they dont agree with some other idea.
    (2)
    Last edited by Smokenttp; 08-17-2012 at 04:00 PM. Reason: adding stuff