Page 15 of 59 FirstFirst ... 5 13 14 15 16 17 25 ... LastLast
Results 141 to 150 of 581
  1. #141
    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!

  2. #142
    Player Prothscar's Avatar
    Join Date
    Apr 2011
    Location
    San d'Oria
    Posts
    634
    Character
    Prothescar
    World
    Valefor
    Main Class
    BLU Lv 99
    I'm not sure how in depth you want these suggestions to be, so I'll be as brief as I can be.

    #1: Rebalancing of One Handed Weapons (As Compared to Two Handed Weapons)

    Currently, two handed weapons enjoy a rather large benefit over one handed weapons. They gain a fairly significant attack and accuracy bonus from STR and DEX, just for being two handed weapons, and also sport a higher tolerance to monster defense and level. While this was somewhat of an adequate solution to "balancing" the weapon categories at level 75, player equipment and job progression has changed considerably since then. Currently, at level 99 with level 99 equipment, job abilities, and job traits, this advantage for two handed weapons is unnecessary. It serves only to limit the number of jobs that are able to effectively and efficiently engage in higher end, and in most cases middle tier, content due to artificially limiting their damage output.

    I would put forth the motion to abolish these advantages, i.e., have two handed weapons and one handed weapons gain the same attack and accuracy that two handed weapons currently gain from STR and DEX, and also, increase one handed weapon attack caps (currently, two handed weapons cap at 2.25 times attack over defense, while one handers cap at only two times) and other caps (two handed weapon pDIF randomizer capping at 2.625 while one handed weapons cap at just 2.375). Removal of these natural benefits for two handed weapons would elevate one handed weapon user's positions in ability to deal damage, however it would not cause them to overpower two handed weapon users. It would not cause one handed weapon jobs to be more desirable, indeed probably not even as desirable as two handed jobs, but it would be a start. One handed jobs serving only niche purposes that have absolutely no place in the current FFXI landscape is unacceptable, allowing them to potentially deal elevated damage on higher end content with lots of buffs would be dandy.





    Now for some smaller, more personal concerns.

    #2: Weaponskill Merit Cap

    Come on now, this is sorta unnecessary, don't you agree? Why can we only merit three weaponskills? I'm not going to ask for them all, (even though I see no reason why letting us merit every one of the weaponskills, if we so desire, and decide to put in the time is a horrible, unbalanced thing), but I do feel strongly that the cap for this merit category should be raised. Allowing us five to seven of these weaponskills would be adequate for most, I'd think, but limiting us to only three puts a severe damper on a majority of the playerbase.

    Merits do not typically serve your original idea of "player diversity". No, instead, they bottleneck the players into choosing certain merits that actually have some effect on performance due to limited ability to spend merits, and in the case of weaponskills force us to choose between having a weaponskill that lets us stand with our peers or not having that weaponskill and dooming us to mediocrity. Several of the merited weaponskills are all but required in the current FFXI metagame for a job to function at an acceptable level, or at a level that anyone would ever want to see themselves functioning at compared to their peers. If I play Corsair, Samurai, Dragoon, and Dark Knight, why do I have to choose between Resolution, Tachi: Shoha, Last Stand, and Stardiver? Why can't I have them all? How is forcing me to be mediocre on the jobs that I choose not to merit advocating diversity even close to as much as it's imprisoning me to an artificially introduced choice?

    Please look into increasing the cap on this merit category.




    #3: Physical Blue Magic

    This one will be a doozy, so bear with me.

    Physical blue magic as absolutely, positively, worthless on any target that is close to or higher than a Blue Mage's level due to monster stats and level correction. This is caused by the fact that the ability to gain Blue Magic Attack, and thus overcome a monster's defenses and level, is significantly hampered compared to any other type of offensive action in the game. Currently, blue magic attack is thought and widely believed to be based on the formula [Blue Magic Skill + 8 + STR/2] and is not affected by any attack boosting sources outside of that formula.

    Thus, Blue Mages can only increase the attack power of our spells by increasing our Blue Magic Skill or STR, both of which are in relatively limited supply when compared to any other type of attack or attack boosting stat for other types of physical damage.

    For example, a Warrior can increase their attack power by eating food, using the job Ability "Berserk", and getting Minuets from a BRD. A Blue Mage can increase their attack power by... using limited amounts of Blue Magic Skill and STR gear and using spells with attack boosts that do not even come close to surmounting any type of mid-to-high level monster's defense and/or level.

    See where the problem is?

    I propose two possible solutions to this problem:

    Solution A: Adjust the Blue Magic Attack formula

    [Blue Magic Skill + 8 + STR] and ignore a portion of the level correction penalty

    [(Blue Magic Skill + 8 + STR/2) * x] where x = 1.5, 1.75, or 2.

    Either of these solutions would significantly enhance a Blue Mage's ability to properly utilize their spells on high level targets, while still maintaining balance through spell recast times, MP costs, and the fact that this will only partially increase the overall strength of physical blue magic.


    Solution B: Allow Blue Magic Attack to benefit from attack buffs

    For example, allow physical blue magic to benefit from food, Berserk, and Minuets.


    Please consider looking into this. As it stands, Blue Mages are reduced to run-of-the-mill, under-the-bridge one handed melee DDs on any target that rates as Very Tough or higher due to our severely dwarfed attack score on physical blue magic, which just happens to be our signature.





    #4: Blue Magic Procs in Voidwatch

    Hi, so... can't help but notice that Blue Mage is the only job that didn't receive its required Voidwatch proc list adjustment. Why? We were arguably the most needy of any job in Voidwatch to have our proc list trimmed to size, the only job that I'd say was worse off would be SMN, and they got their update.

    Why is it that I have to spend every single one of my Blue Magic points on proc spells while still being unable to fit them all and having to wait 60 seconds for my spells to be ready to cast after resetting them in order to proc? Why? Can't we just have one, maybe two spells per element? Please?



    #5: Please fix our broken BLU spells

    They're worthless otherwise. Barbed Crescent, Hecatomb Wave, Sandspin, Tourbillion, and a couple of others are all completely useless in their current state. Their additional effects are the only reasons to use them to begin with, and with those additional effects not functioning properly (i.e., not landing on anything), they are never, ever, ever worth using.

    Personally, I feel particularly slighted that my 5 minute recast, unremarkably damaging Tourbillion spell doesn't work properly.




    That's about it. There's plenty more that I feel needs adjustment and whatnot, but I figure I've spoken more than my fair share as it is. Hopefully you consider some of these suggestions!
    (27)
    Last edited by Prothscar; 08-17-2012 at 12:13 AM.

  3. #143
    Player Kimjongil's Avatar
    Join Date
    Aug 2011
    Posts
    63
    Character
    Presidentobama
    World
    Ragnarok
    Main Class
    DRK Lv 99
    Quote Originally Posted by ManaKing View Post
    There is a lot of work that RDMs would like to make them more viable. I personally want to see more synergy for the job so that it can more effectively use it's diversity.
    • Native Occult Accumen
    • Enhanced Enspells
    • Double Cast

    Occult Accumen allows you to nuke while not slowing down your TPing and gives you alternate options for TP gain.

    I would like new Enspells. Higher Damage and applying to every hit would be nice. Add elemental affinity corresponding to the element you are using, e.g. Enfire X gives you Fire affinity for spell casting. It would also lower the SAME elemental resistance of what is hit by your enspells, e.g. Enfire X lowers Fire resistance. Also, make their additional affect be lower priority than important additional affects from weapons like Excalibur and Ephemeron, so that you can get the affects off of those weapons without sacrificing damage and useful effects from your Enspells.

    Give us a job ability that allows us to Double Cast. The point of Double cast would be so that RDM would have easy access to Magic Bursting and SSC. You would use the job ability Double Cast and then select two spells. If they are the same element, you create a SC of that particular element, e.g. Stone II + Stone III = Scission. You can then cast Slow II for it's accuracy or Stone IV for it's damage amplification. If you cast Bio + Stone = Gravitation. Or Fire + Dia = Fusion. RDM can cover every element for creation of lvl 2 SC and can create Light or Dark SCs off either because it has the WSs to do so. You would make a diverse tool that would be tailored to RDM.
    Double cast to self skill chain and Magic burst off of your own spells. No thanks. /sch gives you all Sch JA's and that's the one we have that is 50+. Unless you wish to share composure and ardle spells.
    (2)
    Last edited by Kimjongil; 08-17-2012 at 12:37 AM.

  4. #144
    Player Jeryhn's Avatar
    Join Date
    Mar 2011
    Posts
    9
    Character
    Jeryhn
    World
    Cerberus
    Main Class
    SMN Lv 99
    I would like to see a modern update to the linkshell system to coincide with the release of the new UI.

    - Linkshell items should not consume space in a player's item and equipment inventory. If this is "technically" impossible given the current architecture of the game, players could still trade linkpearls to each other and permanently place them in a specialized "linkshell inventory" similar to the Mog Sack and Satchel.
    - Linkshell leaders should be able to observe the membership status of their linkshell regardless of whether or not a particular player may be "equipped" with their linkpearl. Linkshell leaders should also be able to control the membership status of their linkshell in this same way, whether it be to promote someone to a pearlsack or to break the pearl of a troublemaker.
    - Create chat commands to allow players to switch to another linkshell on the fly.
    - Increase the number of the amount of players that may simultaneously equip a linkshell.
    - Allow a linkshell holder to be able to transfer absolute authority to another member of the linkshell without the need for breaking the linkshell itself, or having someone buy a new shell.
    - Include an in-game UI linkshell search so that players may may more easily join groups dedicated to certain activities, such as Dynamis, Voidwatch or Abyssea. This UI should contain basic information on the linkshell that includes stats like total membership, date of creation, whether or not the linkshell is recruiting people and a search message created by the linkshell holder that is transmitted to players.
    (12)
    Jeryhn • Medjai
    JOBS 99: MNK • WHM • BLM • RDM • PLD • DRK • BRD • SMN • BLU • SCH • GEO • RUN
    Missions Complete: San d'Oria 10, Bastok 10, Windurst 10, RoZ, CoP, ToAU, WotG, ACP, AMK, ASA
    Captain • Runic Key • Medal of Altana ∮∮∮∮ • Abyssite of the Cosmos

  5. #145
    Player Daniel_Hatcher's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    2,577
    Character
    Alvian
    World
    Phoenix
    Main Class
    MNK Lv 12
    Quote Originally Posted by Kimjongil View Post
    Double cast to self skill chain and Magic burst off of your own spells. No thanks. /sch gives you all Sch JA's and that's the one we have that is 50+. Unless you wish to share composure and ardle spells.
    Double Cast is a RDM ability, NOT a SCH.

    Self Skillchain with Elemental Magic is also far more RDM than SCH, that said: This is for suggestions and suggestions alone. Disagree with it? don't like it otherwise like it.
    (8)
    Last edited by Daniel_Hatcher; 08-17-2012 at 02:23 AM.

  6. #146
    Player
    Join Date
    Aug 2012
    Posts
    8
    Combine the 8 elemental Trail of the Magians staves into one AFTER the respective trials for each staff has been completed.

    Give us the option to initate PvP OUTSIDE of Brenner or Ballista.

    More inventory space.

    Let Modus Veritas stack with Kaustra.

    Give a Refresh effect to Embrava.

    Reconfigure Drain Samba/II/III so it isn't dependent on the weapon delay...kind of useless right now...draining for 6-15HP isn't that great for single handers.

    Let us synergize Marine Bliss.

    Thank you for opening up the discussion on here.
    (5)

  7. #147
    Player Mooshywooshy's Avatar
    Join Date
    Apr 2012
    Location
    Bastok
    Posts
    25
    I want the weapon effects that are connected to high level Sword, Axe, Great Katana, Dagger, Club/Wand, and H2H to be weighted directly onto the weapon as opposed to the hand.

    This would allow future weapons to have a glow/effect on the weapon even while disengaged as opposed to having to resort to full body glows.

    (seriously its like 6 byte changes in each skeleton file and half the weapons already have this ability)

    Also make better (any) use of the physics based fabric material (Princess Caludie's Hairpiece, Aldo's Shoulder Shawl, Outpost Flags)
    (30)
    Last edited by Mooshywooshy; 08-17-2012 at 06:33 AM.

  8. #148
    Player Nawesemo's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    352
    Character
    Nawesemo
    World
    Cerberus
    Main Class
    BLM Lv 99
    Ahoooooo, and Thank you.

    Short and Sweet.

    Blm.
    1. Merit-able Magic Attack Bonus trait.
    2. Add a job ability "Elemental Wraith" on a 20 minute timer allowing a blm to force a critical hit with their next elemental spell.
    3. Place more emphasis on elemental weakness with all monsters (except for the few that are just all and all resistant to magic), making Stone and Water spells useful again.
    4. Give all mobs a minnimum amount of mp so I can Aspir it, 50 would be great 100 mp would be better.
    5. ..... that's about it.

    Thank you for your time.
    (4)
    In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.

  9. #149
    Player Twille's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Twille
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Attacking fortifications in Campaign needs to be more lucrative. As it stands there is zero incentive to attack a fortification. Skill ups in Campaign would be nice too, but not as high a priority as fixing fortification bashing.
    (18)

  10. #150
    Player HimuraKenshyn's Avatar
    Join Date
    Sep 2011
    Posts
    181
    Character
    Starskyy
    World
    Shiva
    Main Class
    BLU Lv 99
    Please for the love of god fix blu mages spell list for weakness in void watch. You have fixed so many other jobs and left Blu mages hanging out to dry. Basically 1 spell per element period. Forcing blu mages to have to switch spells during a timed event is a kick in the backside please fix it.....
    (20)

Page 15 of 59 FirstFirst ... 5 13 14 15 16 17 25 ... LastLast