Page 20 of 57 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast
Results 191 to 200 of 586

Dev. Posts

Hybrid View

  1. #1
    Player MrButter's Avatar
    Join Date
    Mar 2011
    Posts
    14
    Character
    Mascrapone
    World
    Siren
    Main Class
    SCH Lv 95
    I know this has come up allot and will probably continue to come up allot, but here is my personal spin on the situation of Voidwatch.

    Everyone can agree that the drop system and rates are very ... difficult to deal with. From a bushiness perspective I can understand the whole idea of 'time sink' and I'm not opposed to it per se. However, I have recently returned to this game from a fairly long break (close to a year.) There are -allot- of very good drops in voidwatch and because I have been out of the loop for so long, I am officially in "I have to play catch-up" mode now. However, I have run into many players who are still going 0/100+ on these powerful pieces of gear. It is a very daunting situation indeed.

    With the upcoming Adoulin expansion, I think it's perfectly realistic to assume that old players will in fact be interested in returning to the game, but the Catch up factor is definitely something that makes people want to stay away. In fact I've been told by several of my ex-ffxi friends that it is the primary factor keeping them away from re-subscribing. I think if nothing else it would be a wise business move to ease the grind curve of voidwatch, even if only a little bit more, to accommodate those who will need to re-gear and re-acclimate to ffxi as Adoulin's launch approaches. When coupled with the interestingly gamble-based Nyzul Isle II and the other refreshed end game content, the 0/100 factor of voidwatch just feels too oppressive.
    (6)

  2. #2
    Player
    Join Date
    Mar 2011
    Posts
    1,401
    Give DRG a stance ability to increase attack power. Despite the best efforts of SE making pets more durable, the easiest and most common way a DRG loses the Wyvern is through the player actually dying, not the pet. Because of this, during hard fights, the DRG will lose the pet quite early if he is KO'd, thus for the remainder of the battlefield(Legion/Limbus/Einherjar etc) the DRG will be without his Wyvern. Because Wyverns are majorly important for the DRG, having it unavailable cuts our damage over time and our TP gain which Spirit and Soul Jump depend upon.

    So to that effect, give DRG an equivalent of Berserk or Last Resort, something to increase our Attack/Attack Speed for a short duration, the penalty could be that during the effect, the Wyvern cannot use Breaths or Breaths are weakened.

    Additionally please increase the acuracy of wyvern breaths TREMENDOUSLY. I know we have Strafe but the benefit of Angon and Empathy are far to great that spending category merits in Strafe is a huge loss. On most high level NM fights, my wyvern breath does 10-100 damage or so, unacceptable. This is the reason why DRKs and WARs are valued, because they have job abilities which enhance their attack power for stronger weapon skills. The Wyvern breath was supposed to compensate our lower weapon skill damage by adding a 200-350 damage breath after each WS, effectively putting our total WS+Breath damage combined in line with other DD's damage.(2k WS+350 breath vs a 2.5k WS). By increase the accuracy of breaths, DRGs can be better damage dealers, but as it is now the damage added to our weapon skills via breaths are far too unreliably inaccurate.
    (11)

  3. #3
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Blue Magic spell sets, scimitars, less Blue Magic needed to proc VWNM, scimitars, fix the broken spells, scimitars, buff the magical nukes, scimitars, add Tourbillion to more mobs outside of Whitegate areas, scimitars, make Unbriddled Learning work more like Hasso, scimitars, add more spells to Unbriddled Learning, scimitars, add spells from families we don't have spells from yet, scimitars, add spells from avatars to be used under the effect of a JA similar to Unbriddled Learning, scimitars, and allow us the ability to change Almace into a scimitar.

    This message brought to you by the Imperial Mages for Scimitars Community, Scimitars Anonymous, the Scimitar Appreciation Society, Scimitars for Azure Truth, and the Scimitar Enthusiast Club.
    (8)
    Last edited by Trisscar; 08-17-2012 at 02:15 AM.

  4. #4
    Player Siviard's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    336
    Character
    Siviard
    World
    Shiva
    Main Class
    BST Lv 99
    I LOVE the fact Mr. Matsui is allowing us to give our ideas and suggestions to him like this. Very well done, Mr. Matsui! Cookie for you!

    Now, I have plenty of ideas that I have had running through my head for some time. However, as I am currently on my lunch break at work, I'll post one of my ideas that I would like to see added to the game, then post the others at a later time.

    Idea: Allow Abyssea-specific items to be used in the synthesis of new weapons, armors, medicines, etc.

    Currently, Abyssea-specific drops are only good for a couple of things. 1. Popping Notorious Monsters and 2. Quest Items. Why not introduce a multitude of new weapons (all levels), new armors (all levels), medicines, foods, and furnishings that utilize the Abyssea-specific drops as the synthesis materials? As it is now, a lot of these items (the abyssea drops) are considered mostly useless, and are either not farmed or simply tossed by the playerbase.

    The implementation of this (should it come to pass) would allow:

    A. An opportunity for all crafters to have more options for skilling up their crafts.

    B. Provides an opportunity to make gil selling High-Quality versions of the new items. (should the crafter be so lucky)

    C. An opportunity for players to make gil by killing monsters in Abyssea and selling the treasure they receive at the Auction House, or via Bazaar.

    It's a WIN/WIN for everyone, and as Mr. Charlie Sheen says......"WINNING!" See signature below.
    (6)

  5. #5
    Player Zeo's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Zeocat
    World
    Sylph
    Main Class
    BLU Lv 99
    Definitely reduce the amount of BLU spells needed for VWNM (as many have stated before). While on the subject of BLU, could you please make it so we have different loadouts of spell sets for varying situations?

    Also non-rehashed endgame content that doesn't involve artificially prolonging a fight to get more drops (read: weakness systems in abyssea/dynamis/voidwatch).

    I would say something about closing the gap between WAR and other DD jobs but that seems to have been beaten to death.
    (7)
    Zeocat ~ Sylph

  6. #6
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Zeo View Post
    Definitely reduce the amount of BLU spells needed for VWNM (as many have stated before).
    Personally I think that although BLUs think this is a good idea to alow them to set some DD spells instead of only proc spells, what this will actually do (in my view) is allow 1 BLU to set all proc spells instead. Thje outcome of which being that less BLUs are being brought to VW, and I'm sure that's not what BLUs really want.

    How do I come to this theory? As it stands now, VW groups could take 3-4 BLUs to allow them to set some DD spells as well as some proc spells. They don't. They take the minimum number of BLUs to cover the procs without needing to re-set spells mid-fight.

    I do definately agree about being able to have pre-set BLU spell sets though. even if it was only setable in the mog house it would be a very welcome addition!
    (2)

  7. #7
    Player Chast's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Chast
    World
    Asura
    Main Class
    THF Lv 32
    I have not played enough to really talk about the endgame system, as I have not expirienced it yet. However I have a couple of requests that I see many people on this forum are asking for:

    1) Allow equipment sets to be saved and called into a macro. I'd imagine it would work where when you go into your equipment screen, a list like your macro set lists pops up. You can select a set, and either "equip, modify, delete, rename." Then when making a macro, you can swap out the entire equipment set in one call. For example if I made a high HP set, I could name the set "HP", and equip the set with a command such as /equip set "HP"

    2) Allow us to append /wait to then end of any macro command. This would effectivly double our available macro lines. For instance if i wanted to cast water, wait 6 seconds, cast aero, wait 5, and cast stone it would look like:

    /ma "Water" <t>; 6
    /ma "Aero" <t>; 5
    /ma "Stone"


    3)I also ask you to keep in mind your entire player base, specifically those who cannot schedule time to do a static, and those who's playtime is volatile and they don't know how long they can stay on. Pick up groups should be able to progress to a certain point before hitting a point where the teamwork that comes with a static group familiar with each other is needed to overcome. This gives a pick-up group the ability to progress and upgrade their gear, while awarding those who dedicate themselves to a static better rewards. Furthermore a side piece of the content should be released so those who prefer to solo or have volatile playtime can experience some content, and get some gear/rewards (Though the rewards the require the party should always be better).

    4) Lastly it would be nice if you alleviated some of the hardship a new player has in obtaining gil. In my experience and talking with others, getting gil is really hard until you reach level cap. I'm not sure the exact approach you could take here, as it would have a great effect on the economy, but I'm thinking the easiest way to do this would be to greatly increase the rewards getting rank 2/3 and maybe 4.
    (4)

  8. #8
    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 Chast View Post
    2) Allow us to append /wait to then end of any macro command. This would effectivly double our available macro lines. For instance if i wanted to cast water, wait 6 seconds, cast aero, wait 5, and cast stone it would look like:

    /ma "Water" <t>; 6
    /ma "Aero" <t>; 5
    /ma "Stone"
    You can /ma "magic spell" <me> <wait 4>
    (7)

  9. #9
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    On the issue of Mythics:

    I remember when Mythics first came out, Square announced that achieving one these weapons would be easier than getting a Relic weapon. Even back then, when the cap was still level 75 and people still did ToAU, I didn't see how Square could possibly make a whooper of a claim like that. And now it's practically a pipe dream, with the number of completed Mythics not much different from when they were originally introduced (although I imagine there are some pissant elitists who are happy about that).

    So here are some suggestions to falicitate the process:

    Assaults
    Remove the need to enter with 3 people.

    Nyzule Isle
    With the neo version of this you can have the number of tokens awarded multiplied by the number of participating members.

    Einherjar
    Multiply inchor by the number of mobs defeated, and by a flat 12 for defeating Odin (14 for Odin v2).

    Beastmen Kings
    You're already addressing this, apparently. So I have nothing to add.

    Salvage
    Lower the entry number, it's not like people don't enter with three and have the others warp out or something. Add the ability to respawn the mobs, increase drop rates, make cells into Key Items.
    (26)
    Last edited by Trisscar; 08-17-2012 at 03:46 AM.

  10. #10
    Player VicFerrari's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Hiddendrachen
    World
    Bahamut
    Main Class
    WAR Lv 99
    Can you guys add Critical Hits for ranged attack automaton? I find it odd that it still hasn't been fixed, but using attachment like dynamo is useless with sharpshot frame because ranged attacks can't critical. Also make puppet magic attacks that say -->"X-mob resists the spell" not be cast again cause it is annoying waste of MP when any competent player would stop casting after this message. Maybe similar to scanner, but only after the first cast and message. Puppet AI could definitely use some sprucing up though.
    (4)

Page 20 of 57 FirstFirst ... 10 18 19 20 21 22 30 ... LastLast