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  1. #1
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by vienne View Post
    Why odd? It sounded like a great idea, you definitly have my "like" on this one, I just wonder how they can implement it lvl wise. Would this be RSE for higher lvls (where I see a big problem with AF3, or is this more some kind of gear thats slightly better then pearl/azure/aurore that you can use before you obtain AF3+1) or more for lower lvls like maybe an addition to the RSE lvl62 where we only have feet and hands... maybe expand it for body and legs too maybe head. after all people have been complaining that its hard obtaining gear for the pre 75 lvls a couple of race specific allround pieces could solve this problem.... the added quests by implementing new RSE would be nice too.
    But as always the stats should be worth the trouble of putting time in obtaining them.
    I always thought it odd the level 62 RSE only had hands/feet. They should finish those sets, then add a fourth one that trumps the gear that you buy with cruor. Make it quested in Adoulin by an involved quest, ala Artifact quests or maybe the teleport scroll quests.

    Also add hair pins (like emperor pins) to all existing RSE sets.
    (6)
    Last edited by Trisscar; 08-17-2012 at 04:56 PM.

  2. #2
    Player Cordareo's Avatar
    Join Date
    Jul 2011
    Posts
    4
    Character
    Cordareo
    World
    Bismarck
    Main Class
    BST Lv 95

    Food, Medicine, 100+Crafts, Stacking Items, Shaper's Shawl, Music

    WARNING!! Incoming Wall of Text! Turn back now!!

    I would love to see Mage food. Right now a Melee job can get huge attack boosts and even strength on their food that put them in a whole new tier just from a piece of food, but the best a mage can get is some MND or INT and a handful of MP. I would love to see food with greater amounts of MP recovered while healing, Refresh +1, Magic attack bonus, magic critical hit rate, cure potency, group food effect of cure effect received, fast cast, etc.
    Example Food:
    Fast Cast +2
    Cure Potency +2
    MND +5
    MP Recovered while Healing +10

    I would love to see new more unique food buffs for melee also. Maybe some foods that include Double attack, Triple attack, critical hit rate, save tp, regain, physical and/or magical damage taken -%, cure effect received, etc.

    Example Food:
    Regain +1
    Attk/R.Attk +20% (Cap 50)
    Acc/R.Acc +10% (Cap 25)
    Lasts 5 minutes

    Food designed for many types of situations such as for fights that require less people to be hitting the boss.

    I'd love to see a lot more things stack to 99 or even stack at all.

    Some Examples:
    San d'orian Flour (Stack to 12)
    Ores (Stack to 12)
    Empyrean items such as Glavoid shells stack to 99
    Voidwatch Cells (I'll be doing the fights enough times I think X99 is fair)
    Flint stones (Stack to 99)

    Update medicine recipes and availability please. I would LOVE to carry around all kinds of medicine to increase my efficiency as a player and help alleviate a lot of inventory issues. My biggest concerns as a White mage is maintaining haste, cures and removal of status effects and in large events where everyone is stretched thin and spread out I would love for medicine to be a great way for the Front line jobs to help out healers to free us up to use more enhancing magics such as Boost spells and Haste more readily.

    Examples:
    Echo Drops (Stack to 99 and Update Recipe to X11, X22, X33 results)
    Remedy (Stack to 99) and/or Remedy ointment X99 (Update Recipe to X11/22/33)
    Antidotes, Eye Drops, Holy Water X99.

    Please increase prices on NPC medicines to create more market for alchemists from any level (don't bother doing so if you don't adjust stack amounts though). If you alleviate some of the recipe on items such as remedy ointment just a little by increasing synthesis results and increasing NPC prices you can give more alchemists something to do with their craft.

    Create more consumables for other crafts, such as items that create protect effect, shell effect and other alternatives to some of the common basic necessities. I'd love to have the ability to carry around enhancing magic for use on the go for events like Dynamis where I'm without a dedicated mage to use such spells.

    Example:
    Leathercraft
    Reinforcement Leather, creates a protect effect on user when used. Lasts 30 minutes.
    Hardened Leather, creates a protect II effect on user when used. Lasts 30 Minutes.

    Goldsmithing
    Polished Mirror, creates a shell effect on user when used. Lasts 30 minutes.
    Gleaming Mirror, creates a shell II effect on user when used. Lasts 30 minutes.

    Alchemy
    Astral Barrier, creates a protect and shell and phalanx effect (5 dmg reduced). Lasts 15 minutes.

    Bonecraft
    Spike Strip, reflects a small portion of damage back at your attacker (deals 3-5% damage) lasts for 5 minutes or until 1000 damage is dealt.

    Please make the 100+ level synths for all crafts materials easier to obtain. I don't want the market to be flooded with the items, but the rate a lot of the items appear literally make it impossible to level the craft or even create -1 Hexed gear for a vast majority. For cooks it's super easy to get 110 and it's quite imbalanced compared to the other crafts.

    Shaper's Shawl is obtained in a very poor fashion that limits it in ways that are not only frustrating to all crafters, but counter productive to your own efforts to fight RMT and Third party programs. I understand you don't want the item to be easy to obtain, but you aren't making it difficult you are just feeding RMT, botters and very few legitimate fishermen. I'd suggest adding an alternative method to obtain the item that is no less difficult, but opens it to any crafter to obtain instead of JUST fishing. It would have been nice to see Shaper's shawl be purchasable with Guild points or questable by crafting a series of HQ synth items and turn them in (stuff with low chance to HQ with moderately difficult to obtain materials) or making it a synergy recipe like crafting stalls and you get the items to craft it from a non repeatable quest (ala Sleepga II fashion as such a series of moderately difficult quests), instead of simply leaving it to fish botters to sit for hours a day fishing up Cave Cherax, then Matsya's and selling them for over 1,000,000g each literally doing 0 work whatsoever, but clicking a button that says "Fish!" and walking away from their computer. I'm sure it's a sore subject because of the negative feedback, but I hope you'll give it more consideration.

    I love the change music options for Moblin Maze Mongers, if it isn't too much effort, would it be possible to extend that to your own Mog house? Would it be possible to create furniture that changes your mog house music as long as it's in your lay out?

    Anyways Thank you very much for reading my feedback and I hope that my post was clear enough and non intrusive to the development team, Producer Akihiko Matsui and my fellow players.

    Thanks for reading.
    (14)

  3. #3
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    I figured Byrth or some other career Dancer would write the game-feedback equivalent of a doctoral dissertation regarding Job Ability Delay and the sucking thereof, but I've missed that if it happened. So, it's time for me wake up still drunk and scrawl "Job Ability Delay gives me sadz! P.S. i liek butts." on the wall in store-brand ketchup!

    Here goes nothing:

    "Job Ability Delay" refers to the delay inflicted by using a job ability. To be specific, this is one second of inability to do anything, then one more second of not auto-attacking. The former isn't the issue so much as the latter.

    This is an issue because it is actually very easy to have an auto-attack delay only slightly above two seconds, and because it is very possible to have an auto-attack delay lower than two seconds. Fortunately, most Job Abilities have a relatively large benefit and a relatively long recast, making them worthwhile even if they interfere greatly with a single auto-attack round.

    The real problem arises when certain jobs must use Job Abilities over and over for forever and ever. Job Ability Delay is very detrimental to the auto-attack rate of jobs that use Job Abilities frequently such as Dancer and Puppetmaster. It may have a similar effect on Rune Fencer, if the currently planned recast of the rune abilities is any indication of how often they will be used.

    No job that used Job Abilities almost constantly existed at the time FFXI's core stuffs were made, and delay reduction was far less common at that time as well, so it's not hard to imagine how this issue could unintentionally arise.

    If it is not possible to eliminate Job Ability Delay, please address it in some way that is possible.

    P. S. I like butts. Big butts. I have included this information because I will not lie about my fondness towards big butts.
    (25)
    Last edited by SpankWustler; 08-17-2012 at 07:18 PM. Reason: Editted a few words to make things a bit easier to read.

  4. #4
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    well im going to start separating the ideias from here: http://forum.square-enix.com/ffxi/th...l=1#post353272

    in order to know whats good and whats bad.

    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.
    (1)
    Last edited by Smokenttp; 08-17-2012 at 04:56 PM. Reason: additional info again

  5. #5
    Player Prrsha's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    164
    Character
    Prrsha
    World
    Phoenix
    Main Class
    WHM Lv 67
    Quote Originally Posted by Smokenttp View Post
    well im going to start separating the ideias from here: http://forum.square-enix.com/ffxi/th...l=1#post353272

    in order to know whats good and whats bad.

    1- Re add level cap to missions but make a questable item that can lift the cap(this quest could be done by high level players but not for low level ones), 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.
    An excellent idea! Best one to date.
    (1)
    Fissssh! It's what's for dinner! :9

    Prrroud founder of MithraPride on Phoenix 2004.

  6. #6
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Smokenttp View Post

    1- Re add level cap to missions but make a questable item that can lift the cap(this quest could be done by high level players but not for low level ones), 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.
    I'm sorry but I can't support this. Consider this: You have the option to enter Assualts under cap. No one uses it. Ever.

    Also, at what point can a person quest to lift the cap again? Right away? Towards the middle of CoP? After the last cap portion?
    (9)

  7. #7
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Trisscar View Post
    I'm sorry but I can't support this. Consider this: You have the option to enter Assualts under cap. No one uses it. Ever.

    Also, at what point can a person quest to lift the cap again? Right away? Towards the middle of CoP? After the last cap portion?
    i was thinking about kinda right away, 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)
    (1)

  8. #8
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    Quote Originally Posted by Smokenttp View Post
    i was thinking about kinda right away, 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)
    Yeah. That wouldn't work.

    Nice try any way.
    (0)

  9. #9
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Trisscar View Post
    Yeah. That wouldn't work.

    Nice try any way.
    yeah 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.
    (1)

  10. #10
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    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).
    (4)

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