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  1. #1
    Player Aarahs's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    123
    Character
    Aarahs
    World
    Quetzalcoatl
    Main Class
    DRG Lv 99
    Looking at the Auction House, you can see low level equipment does not exist due to abbyssea and book burn parties. Please make both normal quality and high quality low level gear and items relevant for the current game.

    Expanding for some clarity.

    Perhaps some kind of magian trial where you need x of armor piece progression with the end result being an endgame equipment piece.

    Or maybe add new synthesis recipes that would require older equipment. This somewhat exists with some cursed gear and other level 75 equipment.

    Possibly even some kind of salvage style trade in using high quality gear, by turning in specific HQ pieces, like the level 15, 25, 35 armors, you could get a new endgame equipment.

    I'm just looking for some way for old equipment to have a market value just like it used to back before everyone just quickly burned through levels.

    As it stands, there is no worth to selling gear for level 30-70 on the AH.
    (16)
    Last edited by Aarahs; 08-19-2012 at 11:05 AM. Reason: More precision

  2. #2
    Player Monchat's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    471
    Character
    Mdkuser
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    I want 16 macro lines, so that I can swap all my gear in one click. We can already swap all our 16 gear slots but we need 3 macro slot for it it is very unpratical. more than 16 or just "gear sets" works too.



    I want some progression system for nyzul isle instead . Remove lamps all together and "penalities" for gear aggro, stuff like that, and make defeating non 100 or 80 boss usefull. Like, have them offer a KI that makes your climb easier.

    currently making a level 75 mythic is harder than making a level 99 glowing relic or empyrean: even if you have the gil, making a mythic requires monthes of doing assaults twice (takes like 6 months), then climb nyzul isle and get enought points ( you cannot do nyzul and assautl at the same time), then einherjar points, then ZNM drops... This need to be adressed.
    (154)
    Last edited by Monchat; 08-25-2012 at 08:36 AM.

  3. #3
    Player Rocketship's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Rocketship
    World
    Asura
    Main Class
    BLU Lv 99
    I would love for the 6-person partying dynamic to once again be the main source of leveling! With Fields of Valor, Grounds of Valor, and Abyssea, the game no longer requires skill. It's too easy. Players are so focused on getting better gear, rather than learning how to play their job correctly. Personally, I think the minimum level to enter abyssea should be increased to 70~75, and Grounds of Valor and Fields of Valor should be heavily nerfed; perhaps back to the one page per/hour Fields of Valor initially had.
    Also, many of the newer two-hour abilities descriptions were simply sub-par. Instead of adding new ones, why not add the ability to augment the existing ones upon reaching level 99?
    Lastly, as I'm sure all of Square Enix has heard dozens of times, more jobs! I personally think Mime would be splendid, or many of the jobs available in other Final Fantasy games; specifically those from the Tactics series. Just my thoughts.

    The best of luck to you!
    (2)

  4. #4
    Player Eksis's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Eksis
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Summoner has been my main job for years and I absolutely love it. However, there are some major limitations to it that I think are largely unnecessary.

    The job is essentially a hybrid of spike damage and support. Because Summoner can do so many things, there are various ways in which the potency of any particular style is limited. This is understandable, of course, but I think it is done to an extent that makes us nearly worthless in either capacity in a group setting when compared to other jobs.

    Damage
    Summoner can put out some pretty impressive damage. However, only every 45 seconds (or up to 60 seconds if your equipment isn't fantastic). Between using the blood pacts, the damage of our avatars is insignificant. What I would want is an individual cool down for every blood pact, or at least a significantly reduced cool down for them.

    The alternative would be some way to increase the damage of avatars while they are not using blood pacts. For example, an increased rate of double or triple attack, increased critical hit rate or just increased melee damage overall. Right now, Summoner's damage output is not substantial enough to be useful in a group setting when compared to Black Mage and other jobs. This isn't because our blood pacts aren't good enough, but because we can't use them often enough. To me, lowering the cool down would be fair because of the high MP cost of blood pacts and because we are already limited in that we have to release and re-summon avatars if we want to use a different element of damage or a different buff.

    Support
    There are various forms of support we have spread across all of the avatars. The problem here is that we are basically limited to using one or two at a time. If we want to give our party members Garuda's Hastega and also Fenrir's Ecliptic Howl, we have to summon, buff, release, summon, buff, release. This takes quite a bit of time and because of how much time it takes, we aren't able to do any sort of damage in between, so the versatility disappears, especially since other jobs can do the same things much faster. My solution for this would be to either significantly lower the casting time for avatars (to the point where the casting time is about the same as the elementals), or to make the buffs so substantial that they are worth the effort. The sad fact is that there are few things a Summoner can provide that other jobs can't. Perhaps Summoner buffs can be extended to an entire alliance instead of just one party, or perhaps Summoner's can have some sort of cure or buff that no other job has.

    I wanted to mention Avatar's Favor here as well. Avatar's Favor had a lot of potential, but is also unnecessarily limited as far as I'm concerned. For example, the range on it is very limiting. If I want to use Diabolos's Favor to give refresh to the mages, I have to just let Diabolos sit there and do nothing. Plus, I can't switch avatars because then the effect will reset. I would suggest that Favor be a constant effect that doesn't require the use of the job ability to take effect. As a compromise, take away the decreased perpetuation and the decreased damage output that comes with Favor being active. I would also suggest that the "Aura" sort of effect come from the Summoner him or herself instead of the avatar, so that I could hypothetically put the buff wherever I want it to be.

    The Summoner
    The main problem for Summoner in every aspect is the unfortunate problem of only being able to have one Summon out at once, each with its own set of abilities. This obviously is necessary, and in many ways a very positive thing. However, to really make Summoner unique and more useful, there needs to be some way to get around this so that we can be more versatile. My idea is to give the Summoner itself, distinct from the Avatar, a bit of power too.

    My fantasy, if you will, is that there would be a set of spells specifically for Summoner to be used in addition to the summons. Perhaps there could be spells that are less potent versions of Summon buffs. These would not stack with their corresponding avatar buffs but be overridden by them. Keep it from being overpowered by making it so that if you release an avatar, the effects wear off. Also make it so that you must have an avatar out in order to use them. There could also be restrictions based on the element of the avatar you have out. For example, say you make a spell that is a reduced version of Garuda's Hastega. If I have Shiva out, I can't use it because of the conflicting elements of wind and ice. This would force Summoner to be more tactical and strategic, while still enhancing their abilities and making them more versatile.

    Specific examples:
    -A spell that would give a single target Shiva's Frost Armor (Ice Spikes), as long as Ifrit isn't summoned.
    -A spell that would be a single target version of Leviathan's Spring Water, provided that Ramuh is not summoned.

    Each of these could be limited in various ways to prevent them from becoming overpowered. Perhaps the use of a spell would reset the blood pact timer, or perhaps every active buff from the Summoner can add to perpetuation cost. The overall purpose of this is to allow Summoners to provide the various buffs they have access to, but without having to constantly shuffle through avatars, which is very time consuming. However, there remains incentive to do so because of the increased benefits of the Avatar's versions of these effects.

    This could apply for offensive abilities too. Perhaps, for example, if Shiva is out, the Summoner gains access to some ice-based debuffs or damage over time spells.

    Non Summoner Related Stuff

    Early level progression
    Some of my best memories with Final Fantasy XI are the ones where I'm grinding in places like Yhoater Jungle and Quicksand Caves, places people never visit anymore for experience. I have embraced the Grounds of Valor method of leveling lower level jobs whole-heartedly. I think it makes the leveling experience much more fluid and fun because it's not so redundant and slow.

    However, I feel there needs to be some incentive for people to explore some of these overlooked areas. One way could be to replace Fields of Valor entirely with Grounds of Valor. Put those books in every zone so that there is incentive to exp EVERYWHERE, not just in areas with Grounds of Valor.

    Also, give players some reason to go to higher level areas to earn exp so that they can in turn learn how to play their jobs more effectively. The exp in Gusgen Mines is so great at every level that there is no reason to go anywhere else. The only thing newer players learn how to do now is kill the same skeleton over and over and over. Perhaps augment Level Sync slightly. Level Sync was ingenious when it first was released, but is now outdated in a game that doesn't revolve around moving from place to place to grind. I would suggest putting some sort of limit on how far down you can sync or greatly lowering experience at higher levels so that players can't stay in Gusgen mines forever.

    However, the elephant in the room here is Abyssea. I am a huge fan of Abyssea and what it has done for the leveling process. However, I very much miss leveling up the old fashion way. Why can't there be a way to get experience as good as what you'd get in Abyssea, but in older areas that are closer to the players level so they can learn how to play the game and experience all of the beautiful locations FFXI has to offer? I also think that the minimum level for Abyssea should probably be raised so something like 50 or 60, since getting level 30 these days takes so little time.

    I hope none of this is redundant. If you took the time to read all of this, thank you so much. I know that was a ton to read, and it means a lot that you take the time to read what your players and customers have to say. For the record, I have played since about 2005 and I am a huge fan of the game. I have played countless modern MMOs that don't hold a candle to FFXI as far as the community and atmosphere. Thank you for keeping this awesome game going for such a long time and continuing to improve it ten years later. =)
    (4)

  5. #5
    Player ZeroLucidity's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Zerolucidity
    World
    Quetzalcoatl
    Main Class
    BLM Lv 95
    I think a lot of will agree that updating the graphics engine would draw a large crowd into FFXI. With the new UI coming up, that is a good start in the right direction. UI clunkiness is also a huge down fall along with spell freezes when spells are casted on you and you frozen in place ( aka cure lock ). FFXI is beautiful with registry hack of 2048x2048background resolution but it needs more.
    (17)

  6. #6
    Player Abithra's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    20
    Character
    Abithra
    World
    Shiva
    Main Class
    DNC Lv 99
    In the game:
    - More macro lines.
    - More 6 man events that have great gear but also difficult. Not just standard current Battlefields (BCNM, KCNM, etc.) but smaller "dungeons" (maybe Meeble stuff is what I am after but haven't tried that yet so please forgive me!)
    - Achievements. No, not Xbox 360 ones, but ones like FFXIV for killing 10,000 monsters, killing an NM, etc. (not sure if you can put it on the old system architecture but would be an awesome little sidequest I guess you can call it)
    - Improved harvesting/mining system that makes it more enjoyable then just finding a spot and pressing "Mine" etc. Give it a kind of story with AF and new interface or something.
    - Re-texturing of some zones to make them look better would be great (the jungle near the entrance to Ifrits Cauldron for example is awful now).
    - Let us sit on chairs and lay on beds


    Official Site:
    - I want a Lodestone style official site, I know there is the FanZone but it feels out of the way.
    - Another FFXIV feature, a Letter from the Producer would be lovely to see what your planning, etc. Just feels more close like Yoshi-P.
    (18)

  7. #7
    Player Fann's Avatar
    Join Date
    Mar 2011
    Posts
    1
    Character
    Fann
    World
    Odin
    Main Class
    WHM Lv 99

    And now... something totally different

    GUI enhancements:

    - option to increase clipping pane to infinity (it's really strange to miss something as big as crag of dem just because you are not close enough) on appropiate hardware, this is annoying me since 2004....

    Synth player interaction

    Often people shout for players with a certain crafting skill. How about to install a synth manufactory in the major cities?

    a) A "client" player deploys the necessary ingredients at the synth manufactory, selects a skill requirement (at least the skill requirements to execute the synth at all) and deposits a reward as well as a small fee.

    b) A player willing to synth (agent) can browse the "orders" suiting his abilities (skill requirements selected by the client) and decide to try the synth for a small "manufacture fee" (e.g. dependent on the recipe level and player skill / required skill ratio). The agent has to bring his own crystals. :-)

    c) The selected synth is executed by the agent player (the ingredients stay with the synth manufactory)

    d) If the synth fails, no fee is reimbursed. The agent lost his crystal (and reputation ;-). The client player can re-collect the reward gil and the remnants of the ingredients (if any) from the manufactory. Everybody is sad. ;-p

    d) If the synth succeedes, the result of the synth is kept by the manufactory and can be collected by the client. The fee for the agent is reimbursed and a reward is approved depending on the result (e.g. receipes yielding only NQ results always pay out 100% of the reward, while recipes with HQ3 will disburse 10% for NQ, 40% for HQ1, 80% for HQ2, 100% for HQ3 for example)

    Example:

    Player A wants to a "Noble's Tunic", which is a Clothcraft 87 Adept recipe, but lacks the required skill, let's say by... 87. So he walks to the synth manufacture, deploys 2 x Gold Thread, 2 x Velvet Cloth, 1 x Rainbow Cloth, 1 x Shining Cloth, 1 x Silk Cloth, 1 x Silver Thread, selects 95 as minimum skill and a reward of 30000gil. Since it is an "Adept" synth, the fee is 900gil (Amateur would be 100gil) plus 1000gil for each level the required skill is selected above the cap level. In this case the fee is 8900gil. On the other hand each selected level below the cap skill could decrease the fee by 100gil.

    Player B with Clothcraft 100 browses the synth manufacture and finds the order of Player A. Player B decides to give it a shot and so she also pays 900gil fee and an earth crystal. The synth is a huge success! HQ Aristocrat's coat! Since the recipe only yields NQ or HQ the reward split is e.g. 30% for NQ and 100% for HQ. Player B get's 30900gil (fee & full reward).

    Somewhat later Player A collects his Aristocrat's coat from the manufacture.
    (18)
    No matter where you go - there you are!

  8. #8
    Player Myasasa's Avatar
    Join Date
    Mar 2012
    Posts
    5
    Character
    Myasasa
    World
    Asura
    Main Class
    PUP Lv 99
    Hello there!
    It's nice to ask player what they want, hope your team will read all the replies!
    First => The Shaper's Shawl thing... fishing??? really? i love to craft really, but fishing?.. no thanks! This item is supposed to help us craft, right? like every guild item! make it a guild item^^
    Second => Reduce the repop from nm in sky
    Third => Less heavy metal plates for the 95 upgrade! 1 500 is insane (same for the numbers of alexandrite needed) in dyna you can get 600+ currencies / day , and what ~100/150 alexandrites?? there's something wrong in here!
    (7)

  9. #9
    Player Snprphnx's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    28
    Character
    Snprphnx
    World
    Bismarck
    Main Class
    RNG Lv 99
    General changes:

    Add a new, general class merit group, that allows us to increase our
    +Base Attack/Ranged Attack +
    Defense
    +Magic Attack,
    +Magic Accuracy
    +Enmity Cap Up and Down (the ability to increase or decrease out total enmity cap)

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Content Related:

    Instead of making dedicated "6-man content" or "18-36 man content", have all the contents difficulty scale with the number of people who participate. Similar to the recent changes to Legion.

    Example:

    New content that increased in difficulty for every 3 players taking part. Difficulty can increase by the number of mobs, mob attack and defense stats, and the TP abilities and Spells it has access to. More player equals a harder fight, but increases the number of rewards or the percentage that certain items will drop.



    Make existing and future content difficult, but not so hard that it is almost required to have all attacking jobs to possess full relic weapons, and to use SMNs 2 hour ability with Perfect Defense to have a chance at beating it. All content should be made so that a good, above level group can defeat it, maybe with some difficulties, WITHOUT 2 hour abilities and relics. These things should make content easier to beat, not make them required to beat it.

    +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

    Job Related

    Ninja:
    ~Cheaper, high level shurikens, that stack to 99
    ~Jubaku: Ni
    ~Throwing Weaponskills
    ~Tier 4 Ninjutsu Elemental Spells, with a high base damage

    Ranger:
    ~an Enmity shedding Job Ability, similar to Black Mages Enmity Douse
    ~Job Ability to turn our Ranged Attacks into non-elemental damage

    Corsair:
    ~Critical Hit Damage increase Phantom Roll
    ~Allow Corsair to use all the same Bullets that Ranger can use
    (11)

  10. #10
    Player danz's Avatar
    Join Date
    Jun 2011
    Posts
    24
    Character
    Danz
    World
    Bismarck
    Main Class
    MNK Lv 99
    i posted this on FFXIAH forums. figured i should post it here to, just to show the devs what i would like to see!



    **Storage!
    *Mog furnishings
    furniture now has its own palce, no longer will your
    inventory suffer, enjoy decorating your moghouse however
    you please!, without the clutter. (limited to 80 furniture peaces
    Per mog house)
    * Veteran satchel,
    the first reward to be implemented for those
    who have been around a wile, this reward is for any player older
    than 1 year of subscription. and can be expanded to 80 via a
    series of quests similar to the gobbie bag. but with key items.
    rewarded from varus already existing BCNMs/KSNMs/NMs
    this satchel is similar to the mog satchel in the way you can
    access it anywhere

    **Environment
    *clutter-free paths
    we took notice our world was a bit... eh. messy so
    we hired a crack team of landscapers to go around cleaning
    dirty old roots, stones, rubble and whatever else is
    laying around making getting around a hassle, this basically
    means no more stumbling or issues climbing stairs, climbing over
    roots and such
    *Weather
    in conjunction with the global worming. the volcanoes of Vana'diel
    are more active than ever. thus making fire weather considerably
    more common

    **Quests
    *added mini quests for CoP and RoZ unlocking a new series of
    Trial of the magians and unlocking the ability to upgrade of
    for some sweet sweet gear!

    **Item related
    * new gear to be added, rewards for new Trial of the magians
    here is a wonderful
    example!
    Trial 10001 Collect 20 Promethia rods from
    the battlefield: "promithia V2.0"
    reward: Raja's ring +1

    *Ores and Logs stack!
    no more hassling with a cluttered up mess
    nor several trips to haul the goods to your crafters!

    **Voidwatch adjustments
    *claim and drops
    We failed to realize that not everyone is fortunate to be able to
    obtain a Relic/Empyrean or Mythic weapon. and the WoE versions were
    feesable. until some recent adjustments. making coins no longer
    able to be obtained via individual mobs. we relize this was a
    mistake and hurt the soloists and lowman groups of Vana'diel
    coin purses will still remain a reward from bosses
    however coins will again drop from individual mobs
    and mob claims and drops will act like normal mobs. (example,
    someone standing in the battlefield NOT in your party will not be
    able to fight the mob you have claimed or obtain drops unless
    invited to the party)

    **Battle related
    *Tp loss from too far
    No longer will you lose TP if you attempt to weaponskill from a
    distance!
    *Auto-Regen and Auto-refresh modified!
    the job traits Auto-regen and Auto-refresh have been modified
    there is now a level modifier to increase the potency depending
    on the level. at level 99 they are 3HP/MP a tick

    **Harvesting related
    *we have been noticing a lack of activities in the harvesting of
    resources. we found the process to be a bit dull and figured we
    should review the system for changes. which will include
    * resource vains remaining for several more rounds of harvesting
    *less unwanted resources such as beast-man armor
    *adjusting drops making items such as nuts/creampuffs obtained
    via harvesting rather than logging
    (24)

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