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  1. #1
    Player Ayjis's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Ekimino
    World
    Asura
    Main Class
    WAR Lv 99
    I've gone through half the thread and liked comments that have the same thing but I will also make a post:

    More 6-man content.

    I am having the most fun when with my close friends, instead of being thrust into an alliance of strangers that tends to be really frustrating.
    (21)
    Last edited by Ayjis; 08-16-2012 at 09:43 PM.

  2. #2
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Allow to backtrack a WOE weapon. That way I can start building a WOE weapon and get my new weaponskill, but during that time I can gather items for emp. Since in a perfect world, emp should take much longer, I can gather those over the next year or two as a casual player and once gathered I can backtrack the trials of my WOE weapon and take the emp path.

    Having to redo the NMs to build a second weapon would make me give up.

    forgot about this.

    Make all consumables that are synergy only be able to be crafted using synthesis. It kills the availability of ammo along with the price. I leveled wood, alchemy, bone and smith to make my own ammo, then comes level cap raise and synergy and all that time went right out the window.
    (6)
    Last edited by xbobx; 08-16-2012 at 11:42 PM.

  3. #3
    Player RagingAvatar's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    125
    Character
    Aubinann
    World
    Bahamut
    Main Class
    RDM Lv 85
    In general, I think that the game needs to do better at describing systems, presenting that information and also having smoother questlines with less guess work.
    I don't want to have to resort to a wiki to know where in Vana'diel I need to go to solve something simple.
    I very much enjoy the content and battles in this game but there is so much extra stuff that you end up having to read wiki sites for to know how to progress.

    I'd like to see a good introduction to Final Fantasy XI section on the website that explains the core systems like Final Fantasy XIV's site does.

    Also, when events occur the FFXIV site seems to communicate them very well - what they are, what you'll get, where it takes place - we need this too.

    Thank you Matsui-san, you have our support!
    (7)

  4. #4
    Player erish's Avatar
    Join Date
    Mar 2011
    Posts
    8
    Hey

    1.) Talk to us, If its on the forums or through GM's or customer support, we have to go through so many hoops just to find out basica information its not even funny. This includes payment problems i mean banning people for just having payment problems is not good in any shape or form.

    2.) I want to be able to change all of my gear by pressing 1 macro not skipping through 4 just to cast paralyze on a mob.

    3.) Content that doesnt require either Perfect defence or chainspell zergs.

    4.) Give me a race change option, take my money damn it.

    5.) Support Xbox controllers fully please.

    6.) Arise and Meteor, drops rates need to be boosted ( this is bad gameplay design that i have to rely on a drop for a spell that should be able to be purchased wether by some limbus or einjhar type system or just from an ah ).
    (11)

  5. #5
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    I have made a separated post for the ideas starting at page 25 :http://forum.square-enix.com/ffxi/th...l=1#post353708

    please vote on those what you liked about here and what you didnt

    Well decided to post some ideias i got over the years that might help.

    1- Re add level cap to missions but make a questable item that can lift the cap, reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.

    you would need to make a "quest" in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)

    i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.

    2- Add an exp bonus on level sync based on the level diference between the synced player and you (this mostly because you as a lvl 75 player synced to a lvl 10 party to help a friend dont feel progression at all mostly ppl get around 8 levels before you actually get one single level, this tends to make people avoid going back to help friends).

    3- Nerf aliance exp (outside abyssea, gets a penality on gov/fov for being in an alliance, but please dont touch it in any other way).altough i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique

    4- make abyssea 70-75+ entrace (to make old content relevant again).again i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique

    5- enmity system needs some atention to make tanks relevant again

    6- re evaluate the following jobs taking in consideration low and mid level play as well (abilities that make a turning point in the job role should be put in these levels think of it like the diference curing waltz make to dnc or how bludgeon affects blue mage):

    DRK-(either make its magic more potent or abandon it for melee damage dealing, one way to make its magic relevant is allowing its elemental magic to participate in skill chains (i know scholar got this but it just makes more sense on drk)

    THF-(needs to be able to either deal more damage or become a true tank job)

    SMN-(altough on high levels its not an issue anymore on lower and mid levels perpetuation costs are still troblesome i would like some abilities to help on this , as well as a bit more control on spirits and buffs to both its blood pacts wards effects and rage damage)

    NIN-( needs more tools of enmity control)

    RDM-(needs a buff in enfeenbling magic area making possible to stick debuffs on nms is a good start but it also needs some exclusive debuffs as well)

    DRG-(wyvern needs to last longer/be called more frequently)

    7- make shield usefull on jobs outside PLD (this would defenetly help bringing more tanks to the game even situational ones)

    8- make assault minimum entrace 1 player (for higher level player , can be a quested thing) and maybe allow more tags to be holden

    9- less luck based events and more effort based ones

    those are just some ideias i had over the time to help making the old come back but better and while still having the new going , i know some people will not agree with all of it but still i think that would be benefical for the game, not for nostalgia part but to make new players able to experience how the game truly was ment to be while not being as hard as it was in the past. People will not mind working for something as long as they get rewarded (with something worth their efort) for it.

    now for some more personal requests (most of those where already asked by other people but i will just put here anyway)

    1- more inventory space

    2- more macro lines or ways to equip all my gear easily

    3- show the recast time of ja/ duration of buffs in the screen

    4- show party/alliance members tp

    5- give more attention to the comunity ideias even if they sometimes are not possible at least an more elaborated anwser on why it isnt should seattle the things down ( you dont need to fully explain on why sistem-wise an ideia is not possible or if its a metter of time/lack of avaliable people to work on it , but if thats the reason give at least a little feedback to us and in some cases ask us if we want you to change focus on some development areas to other that we might think that are more urgent, i mean most people gets angry when devs sundenly decides that adding song bells is more important to fix then a major flaw in the game system)

    6-make more 99 versions "old battlefields " i would love to see lvl 99 sky with powered up sky gear(exemple you fight lvl 75 genbu and get apop item to lvl 99 genbu with lvl 99 version of its drops), do these for wyverns , toau kings, znm etc, and also to low level events like garrison,eco warrior. make then relevant again
    (6)
    Last edited by Smokenttp; 08-17-2012 at 05:04 PM. Reason: more things added

  6. #6
    Player Vandheer's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    104
    Character
    Vandheer
    World
    Leviathan
    Main Class
    BST Lv 99
    Just wanted to add a little bit more to this thread.

    Keep talking with us Mr. Producer! We love it! Your posts are personable and evoke threads like this one.

    Thank you again to whoever read this and remember to like if you agree.
    (4)
    ~ BST 99, SAM 96, DRG 96, BLU 91, THF 90 ~
    http://www.ffxiah.com/player/Leviathan/Vandheer

  7. #7
    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.

  8. #8
    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

  9. #9
    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)

  10. #10
    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.

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