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  1. #1
    Player Mirabelle's Avatar
    Join Date
    Mar 2011
    Location
    DeadParrotSociety
    Posts
    354
    I know these things have been said, but I'd just like to endorse the following changes:
    1) Cheaper, more readily available ammo
    2) enough macro slots to change gear and perform an action in one button press
    3) more readily available HMP or lesser requirement of HMP
    (8)
    Yo Ho Yo Ho, a pirate's life for me!

  2. #2
    Player Darkdragongers's Avatar
    Join Date
    Mar 2011
    Posts
    56
    Character
    Darkdragongers
    World
    Asura
    Main Class
    SMN Lv 99
    Hello Mr. Matsui I would like want see this future possible.


    1. Blue Mage more new spells Mighty Guard, Homing Missile, Restoral, Heavy Armature, and Spike Flail but still missing few new mobs spell haven't yet put on Acrolith, Caturae, Corpselights, Mantid, and Gallu.

    2. make challange new mobs cameo Dimension Gilgamesh, Typhon/Chupon.
    3. unlock Campaign WS quest
    4. Avatar Primes hard mode reward rare weapons 99 lvl

    Thank you
    (18)
    Last edited by Darkdragongers; 08-26-2012 at 02:46 AM.

  3. #3
    Player
    Join Date
    Jul 2012
    Posts
    131

    Request

    Thank you, Mr. Matsui for making this possible. Let's begin.
    _______________________________________________________
    _______________________________________________________

    Update some Relic/Mythic/Empyrian weaponskills and their WS attribute mods.

    I personally think it is unjustified for players to spend such long time upgrading to their preferred job's ultimate weapons only to be met with a terrible weaponskill and some of it's bad effects. Some ultimate weaponskills are fine, but most others have useless effects and damage today. For example:

    Gungnir - WS: Geirskogul 60% AGI mod, Aftermath: Shock Spikes, Added effect: Weakens defense
    • Practically nobody uses Geirskogul because it is incredibly weak.
    • Geirskogul mod should be STR instead. Not AGI
    • Make Geirskogul damage comparable to Stardiver damage wise.
    • Make the Shock Spikes effect actually stun and have it do respectable damage or remove it completely and change it to something useful such as a moderately strong En-Thunder effect since it is Odin's spear we are talking about.
    • The added effect Defense down overwrites Angon. Fix this so that they both stack together.
    • Have the pet wyvern also gain the effect of "Occasionally deals double/triple damage" while Gungnir is equipped. Do the same for the other pet-job related Relic weapons and Empyrian weapons.
    • Make Relic aftermath duration last longer.

    I am not asking you to overpower the weapons. I only ask that you either change or update them to be totally worth the effort it takes to obtain them, especially updated to today's standards.

    Here are ultimate weaponskills that should be looked into:

    Relic
    Scourge
    Geirskogul
    Final Heaven
    Metatron Torment
    Knights of the Round
    Blade: Metsu
    Gate of Tartarus

    Mythic
    All except for Stringing Pummel, Drakesbane, Insurgency, Mandalic Stab and Tachi: Rana

    Empyrian
    Torcleaver
    Camlann's Torment
    Cloudsplitter
    Quietus
    Myrkr

    The above weaponskills needs to be looked into and updated. They are either very rarely or never used at all. These weaponskills come attached to their ultimate weapon. It doesn't make any sense for them to be totally useless.
    _______________________________________________________
    _______________________________________________________

    Make Ranged weapons and instruments visible full time.

    Semih Lafihna carries her bow and quiver on her back at all times. There is also another mithra that carries a Culverin on her back at all times. If you can make this possible for players, please do.
    _______________________________________________________
    _______________________________________________________

    Guns to show off a firing graphic after it is shot.

    Make it so that when you shoot a gun, have it show the firing graphic to go with the firing sound the gun makes.
    _______________________________________________________
    _______________________________________________________

    Add rare, unique spells/songs/ninjutsu for players

    Note: The following spells are in DAT files, yet to be released. *Except Ultima

    White Magic

    Dia III, IV, V
    Diaga III, IV, V
    Banish IV, V
    Banishga III, IV, V
    Wall
    Brave (Target-able Melee-esque buff)
    Faith (Target-able Magic affinity buff)
    Reflect (Chance proc at reflecting magic attacks back to the enemy based on MND and Enhancing skill)
    Toad (Temporarily change your enemy into a toad. Enemy is not able to use TP abilities while in this effect.)
    Mute

    *Allow RDM to cast Temper on party members.

    Black Magic

    Poison III, IV, V
    Poisonga III, IV, V
    Bio IV, V
    Virus
    Plague
    Curse
    Confuse (Proc chance for the enemy to hit itself or another nearby fiend.)
    Berserk (The enemy gains an attack boost but would be unable to use TP moves temporarily)
    Death
    Ultima

    Note: Some of the above spells make for some unique RDM spells.

    Ninjutsu

    Utsusemi: San
    Hojo: San
    Kurayami: San
    Dokumori: Ni
    Dokumori: San
    Jubaku: Ni
    Jubaku: San
    Monomi: Ni

    Songs

    Madrigal III
    Massacre Elegy
    March III
    ________________________________________________
    ________________________________________________

    These are my personal requests. Again, thank you for giving us, the players this platform to voice our opinion directly to you.
    (64)
    Last edited by Tanama; 08-16-2012 at 02:58 PM.

  4. #4
    Player Authority's Avatar
    Join Date
    Mar 2011
    Posts
    21
    Character
    Lothire
    World
    Asura
    Main Class
    THF Lv 88
    More Auction House space!
    (32)

  5. #5
    Player Ashido's Avatar
    Join Date
    Mar 2011
    Location
    Cute Kittens
    Posts
    14
    Character
    Ashido
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Allow Ranged jobs to Ranged Weapon Skill with out being engaged on a mob. Engage time on a mob reduces effectiveness of ranged weapon skill jobs.

    Second Rant.
    Make Paladin a tank again. Amp up its DPS because at this point in the game enmity is based on how much you do DPS wise vs Provoke/Flash/Sentinel/Curing .

    Make Corsair Die change color on Auction house if you have the die .
    (31)

  6. #6
    Player Dmer's Avatar
    Join Date
    Mar 2011
    Location
    Lastok Rank 10
    Posts
    58
    Character
    Dmer
    World
    Odin
    Main Class
    WHM Lv 99
    As stated many times:

    Macros need fixed.

    We have been told for years that we can't be given more macro lines because of the possibility of players botting with them. With the majority of PC users utilizing the third-party Windower to give them unlimited macro lines, what difference does it make?? What SE is doing is essentially "keeping the guns out of the hands of law-abiding citizens; and allowing the criminals to keep them."

    We need either user-defined "gear sets" to be swapable in one line, or more lines added to each macro to allow the swapping of every gear slot and the activation of an ability with the press of one macro button only.

    I, and many other players, are tired of being punished with less efficient and effective game play mechanics because of either our choice to play by the rules and not use a third-party tool, or by nature of being on a console system that does not support the use of third-party tools.
    (19)
    99: WHM | RDM | SCH | SMN | BLM | BRD | BLU | DNC | BST | MNK
    90: PLD | WAR | SAM

  7. #7
    Player Vijara's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Vijara
    World
    Lakshmi
    Main Class
    WAR Lv 99
    My biggest pet peeve is the moogle storage slip system. I was wondering all the gear couldn't be stored on one slip then each different slip the first menu option. We usually have to shuffle through a few pages of gear to get out what we need anyways so this wouldn't be much different. Also it would prevent having to make multiple trades for accessories or empyrean +1/2 gear.

    Another thing I would like to see is to be able to sell more than seven items on the auction house. Even if it was ten, it would help... Also anything that can be sold in a bazaar should be allowed to be sold on the auction house. Relic currency/Alexandrite/Forgotten Items are all examples. This would create an even market and help easy with lag in Jeuno because there would be no need for people to bazaar.

    Thank you.
    (14)
    Last edited by Vijara; 08-16-2012 at 02:20 PM.

  8. #8
    Player Ashido's Avatar
    Join Date
    Mar 2011
    Location
    Cute Kittens
    Posts
    14
    Character
    Ashido
    World
    Lakshmi
    Main Class
    RNG Lv 99
    Any thing able to put in bazzar should be able to be put on auction house.
    (29)

  9. #9
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    I would like to thank you, Mr. Matsui, for the time you take in reading the players’ wishes. So much as choosing to undertake this task is very generous of spirit and unprecedented in all of the players’ interactions is the FFXI development staff. I apologize for the torture you will no doubt endure in reading a myriad of sometimes outlandish and even conflicting desires.

    Many players have already shared their thoughts, and as it is an important matter to me, I would also like to share mine on the matter of Red Mage.

    The blanket consensus calls the job “broken” and in need of “fixing.” While I agree, it’s important to properly delineate the specific problems and potential solutions.

    Since the job’s introduction, it’s languished in a sort of mediocrity, which has resulted in an identity crisis and lack of acceptance in popular events. I feel this is the result of incomplete design. Red Mage is advertised as being a magic/melee hybrid, equally comfortable waging combat on the front lines as it is casting spells. However, the reality is far from that vision. Since XI’s beginning, Red Mage’s strong points have been far more apparent in it’s magic than it’s melee—rather, there has been a disproportionate focus on it’s magical powers as it’s melee floundered. This stems from a disproportionate allocation of magical equipment over melee, as well as a complete absence of melee-oriented abilities and traits.

    Over time, Red Mage became increasingly popular for the signature spell Refresh, which became something of a double-edged sword; while Red Mage became accepted in parties for Refresh, in time that was all the job was known for, it’s other, physical and magical capabilities being sort of secondary. At the same time, Red Mage’s magical powers, which proved ideal for survival, grew exploited in solo of HNMs, which the development team later showed displeasure with.

    As the game changed with the release of Treasures of Aht Urgan, Red Mage’s longevity in Convert/Refresh, which seemed ideal for staying standing for front line combat, became exploited for primary healing in experience parties, which compromised White Mage’s position. It was around this time that measures were put in place to curb solos capable by Red Mages, which stifled the usefulness of some of the class’s tools.
    Again, the game changed, with the introduction of Fields/Grounds of Valor, Abyssea, and better tools for a caster’s longevity. This, combined with new monsters nigh-invulnerable to RDM’s highest rated skill (Enfeebling), a lack of balanced tools, and the inherent advantages of specialist classes, Red Mage was considered impractical for many popular events.

    Meanwhile, the Red Mage player base at large has harbored feelings of anger and abandonment at what seems outright abandonment of our favorite class. At the best of time, additions for Red Mage seem no more than cheap afterthoughts; ideas tailored for other jobs, that just happened to benefit Red Mage. Over time the players have submitted a myriad of ideas for improvement of the class, only to see those ideas implemented on newer classes. It’s become a sour joke among players that any idea suggested for Red Mage will result in the introduction of a new job sporting that idea. It’s felt as if the development teams continues to punish Red Mage at large for the solos for which it became popular eight years ago, as if any addition to the job would unbalance it permanently.

    Currently, the job suffers from an inability to express job identity, incomplete/imbalanced tools for said expression, and a lack of relevance in current popular events. Many players feel the solution lay in increasing Red Mage’s support capabilities, but I have to disagree with this vehemently. Red Mage is a class unique in it’s ability to take care of itself (and others on a small scale), and identifier that should be pursued more vigorously.
    Physically, Red Mage suffers a woeful lack of combat capability. B skill in Sword and Dagger is adequate, what is inadequate is the woeful lack of weapon skill access, particularly on sword. Red Mage is denied even the magical Weapon Skills (Red Lotus Blade, Seraph Blade, Sanguine Blade), that it’s stats seem ideal for. The problem reverses at higher levels for daggers, where Red Mage has adequate Weapon Skill access, but less and less weapons available to them.


    With regard to traits and abilities, Red Mage had none to speak of until Composure, which was only released a few years ago. The class could benefit from passive traits boosting it’s melee powers, such as Accuracy, Double Attack, and Subtle Blow. Indeed, as a class modeled after renaissance-era fencers, red Mage’s Parrying skill should be much better. The addition of such would not threaten the presence of more specialized combat classes, such as NIN or WAR. It felt like a slap in the face when the Fencing trait was introduced to WAR, BST, and even BRD, while RDM went without.

    And avenue that feels largely ignored is sword enhancement magic, or En-spells. There is a pitiful lack of equipment enhancing or augmenting En-spell damage and accuracy, and, even though we Red Mage was the only class to have En-spell for several years, related stats are conspicuously absent on Red Mage’s job-specific equipment. Tier 2 En-spells have been considered a joke, their damage only activating on the main hand, excludes multi-hit weapons, and calculates per strike (as opposed to tier one, which calculate when cast) . It was something of an insult that Enlight and Endark were given to Paladin and Dark Knight at the exclusion of Red Mage. And now, it seems, Rune Fencer is set to appear with a sword enhancement focus, while Red Mage’s En-spell potential remains ignored.

    Another issue is the availability of combat-oriented gear. In the past RDM has received a disproportionately small amount of melee gear compared to magical, limiting our frontline acceptance. Hybrid gear is largely shunned by the player base, mostly for its lackluster performance compared to more specialized equipment. In a game where macro usage invites equipment-hoarding, and inventory space fails to keep up with growing equipment options, I would like to see more, and more powerful, hybridized equipment become available, particularly for jobs with hybrid functions (such as Red Mage, Paladin, Blue Mage, and Dark Knight).

    On the subject of hybridization, there are simply no foods that cater to both magical and melee activities; we’re only allowed to choose one or the other. In the future, it would be nice to see foods that accommodated both.

    Magically, the most popular complaint is the irrelevance of enfeebling magic. Most recently, the immunobreak system offers nothing unique to distinguish Red Mage form other classes as worthy of event participation. I respect that enfeebling, by it’s nature, is difficult to adjust regarding major event monsters. However, it’s been discussed on the Red Mage forums that the class could benefit from much more specific enfeebles, such as spells hindering Accuracy, or Strength, or Vitality, on an individual basis. Spells I would personally like to see introduced to Red Mage are Plague and Confuse.

    Enhancing magic skill suffers from being largely ornamental. Red Mage’s most popular spells are unaffected by our second highest skill. I would like to see Enhancing magic skill enhance spells such as Refresh, Regen, Haste, Aquaveil, and Blink. It should also effect both the damage and additional effect of Spikes spells.

    A secondary issue is spell presence, progression, and utility. It makes no sense that Red Mage should receive Regen II in the level 80 range, the spell needs to be re-ordered to be accessible a few levels after White Mage gets it. And, as a class that can raise others, it doesn't make any sense that Red Mage has no Reraise. Please include at least one tier in the future. Third, it wouldn't compromise Black Mage if Red Mage got access to Warp, which is self-target only.

    Finally, and perhaps most importantly, no improvement to Red Mage will matter unless there are more events that cater to it’s abilities. Events like Voidwatch are fast and intense, and don’t really lend to the slower, more steady style of Red Mage. A Red Mage in those events would simply have to inadequately fill in for a White or Black Mage, and nobody would ask the Red Mage to fill in when they could simply get one of those specialist classes. Events like Salvage rely on items to overcome Pathos, the Red Mage would be rendered impotent waiting in line for the items it needs behind needier, more specialized classes. Truly, Red Mage never stood out more than in events like Campaign and Besieged, which present strong, but not insurmountable foes and reward individual, non-linear action. Walk of Echoes has similar potential, but the difficulty and behavior of the monsters made it impossible to perform in anything but traditional party dynamics. Future events should be similar to Campaign or Besieged in their more unconventional, multitask-oriented, individual-friendly mechanics.



    Thank you for your time.
    (12)

  10. #10
    Player Evviva's Avatar
    Join Date
    Aug 2011
    Posts
    117
    Character
    Evviva
    World
    Quetzalcoatl
    Main Class
    RDM Lv 99
    I want Ballista Royale, or some sort of Ballista tournament. Thanks!
    (6)

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