Due to not being within the first few pages, i doubt this will spark many likes. I shall share my opinion in the politest way possible.
I'd like YOU to understand that this forum, more specifically this thread; is going to include a vast amount of suggestions that are going to 'make easier' what we already currently have. For example: "Lower requirements for 'this and that'". These posts in particular will obtain a vast amount of 'likes' - something you said you'd take into consideration when viewing replies. In my opinion it is due to the type of players which are active on this website. I kindly ask, if you do look towards 'making something easier', please take time in consulting the census your team creates for us to feast our eyes on every year. This should indicate proportions, rations, figures; of which you can make judgement if they're
'easy' or not.
This website was launched late into the game. Due to this i feel i'm right in saying the population that actively use this website are a fairly newer generation of players. The Forum, most importantly from what i can tell, was designed to locate feedback from the wonderful players. Whilst it has been a brilliant success, it has also had a downside. A downside where the suggestions had a negative impact on the way the game was. I mean this in the sense, too many of the newer players would complain such and such was too taxing. Thus they would post their complaints - whilst players who had struggled through with a wild sense of acchievement questioned 'Why make it easier?'. -Most- of the game now has lost any sense of acchievement. I believe this forum to be a small reason as to why - but that's just my opinion.
So please, i ask you take great care in interpreting what is suggested throughout this forum. As i'm sure you will. In some ways i understand your team is not as big anymore - it needs the players to spark ideas for you, and i appreciate that! I guess i just miss some bits of what we had before, that's all.
Moving on! I think the greatest thing that you could acchieve with the new expansion or in the near future is reworking the current Enmity system. I'm aware of it being suggested already. But one thing i miss is the neccessity of is a 'tank'. Fights which require them and also require a strategy above a 'zerg' to kill. I miss that, and so do others!
Thanks,
Skinner.
Mandau 99 / Aegis 95 / Excalibur 95
FIRST) please remove luck as a system whenever possible.
we have 2 recent examples of polar opposites so far as luck is concerned. abyssea VS. voidwatch.
abyssea didn't rely very much on luck. even for high end gear. if you wanted an emp weapon you may very well need hundreds of kills of assorted nms, to build the pops for the big guys and then killing the big guys themselves. but players of all varying levels of commitment and ability happily ground away at it. because every successful kill brought them closer to their goal. glavoid was a pain, but the game never gave you the middle finger and had him NOT drop glavoid shells.
it was my experience that people LIKED abyssea.
in contrast, voidwatch relies HUGELY on luck. we've all heard the horror stories. i PERSONALLY know a guy who got aces mail on his FIRST run. (i believe it was his 6th fight) yet i know another guy who was 0 for about 500 on mekira meikogai when he quit. and it's not like he was "almost there" at that 500 mark. random chance doesn't CARE how many times you've done this before, you still get the same terrible drop rate every time... and that's the problem with drop rates.
it was my experience that people DISLIKED voidwatch
if you want something to require an average of 100 kills... don't give it a 1% drop rate... make it require 100 of an item that drops at a 100% rate. we don't expect free candy, we just want to be rewarded for effort EVENTUALLY, and drop rates have the potential of NEVER rewarding the players efforts.
SECOND) i like lower player count content.
it's just easier to get 2 or 3 or even 6 people on at the same time to work together than it is to get 18. not to mention that when you have to run an alliance there's always that one asshole who gets lost, and that other guy who forgot a cutscene, and that other guy who thinks someone else should be responsible for HIS sneak/invis... so your alliance ends up having to fight every fucking mob between jeuno and wherever the thing you're doing is...
yah... lowman is the way to go.
THIRD) something needs to be done about enmity, but more-so than that even, something needs to be done about powerful AOE spam.
it sucks that a paladin can't really hold hate. it sucks even worse that even if the paladin DID hold hate, the mob would be tearing his group apart with AOE abilities anyway. either you need to scale back the use of these AOEs, or add some way for a tank job to mitigate the damage those aoe attacks deal to the people he's supposed to be protecting.
and please please PLEASE nobody reply with "a smart DD will hold back and not pull hate" if the DD is holding back to not pull hate, why bring him? why not bring ALL paladins to every fight, since nobody can do more damage than a paladin anyway?
i'm not saying make paladins, ninjas, and eventually rune fencers top end DDs, just make damage count for less in the enmity system, and or give the intended tank jobs more ways to build enmity.
it would likely require a handful of different approaches in tandem. tweaks to enmity generation and loss, along with changes to specific abilities or job traits, but the current enmity system retards gameplay. it's basically all zerging. if the mob has amazing offensive abilities that need countering.. nobodies answer is "get a tank" because a tank wouldn't work anyway... the answer is to use perfect defense and zerg it HARDER.
FINALLY) on a more personal note. i like red mages, so yah.. red mage stuff.. just overpower the shit out of it, please and thankyou.![]()
Last edited by Doombringer; 08-20-2012 at 11:25 PM. Reason: i spel gud
A lot of great suggestions in this thread, I read a lot, but not all. I didn't see anyone mention this, so I will suggest it:
I would like to see an expansion to the Linkshell management system in-game. It would be nice to have some functions giving the linkshell leaders new capabilities.
Some ideas: The ability to break pearls of offline members and promote/demote offline members(sack/pearl). The ability to see linkshell logs further than what is in the chat window. This should include notifications of members having their pearls broken by sackholders, or when a sackholder gives a pearl out to someone new. Another idea: grant shell holders the ability to create co-shellholders, or possibly add another tier between sackholder and shell holder. Integrating this functionality into the linkshell community site would be fantastic as well!
Thank you for taking the time to read our posts.
Player
Add the following spells to RDM (Red Mage) (NOT SCH, WHM, GEO, BLU, SANTA etc....)
Faith
Self-target
Duration: 5 minutes
Grants increased magic attack bonus and accuracy, also grants a Refresh effect. (Refresh I potency)
Brave
Self-target
Duration: 5 minutes
Grants increased attack and accuracy, also grants a regen effect. (Regen II potency)
To balance it: only one spell can be active at a time.
I realise this wont be added, but it would go quite a way to pleasing both the anti and pro melee crowd.
---
Also please adjust RDM's merits, I'm thinking along the lines:
Group 1:
Convert Recast: (fine as is, if anything -30 seconds instead)
All Elements Magic Accuracy: +3 per merit level
Enspell effect: +3 DMG per merit level
Phalanx effect: +2 per merit level
Fast Cast effect: +2% per merit level
(contemplated) Enhances "Refresh" Effect: +1 per merit level.
Group 2: (remove the spells and make them scrolls 70~75)
Enfeebling Magic effect: +2% per merit level
Enhancing Magic Duration: +10% per merit level
Double Cast - Duration 1:00 or first spell cast - Recast: 5.00: Cast two spells consecutively (each additional merit reduces MP cost by 15%)
en Guarde - Duration 5 minutes - Recast: 5 minutes: Grants access to additional weapon skills. Each additional merit increases accuracy by 5
PS. Make Enspell II potency based on enhancing magic skill on cast like the tier I line.
Last edited by Daniel_Hatcher; 08-18-2012 at 08:23 PM.
I'm kind of disappointed that no one liked the "6 man party dungeon" idea. I figured that would be an excellent way to provide players to XP the way that they want to XP without being pigeon holed into a certain job or playing style in order to maximize XP. I would like to see a better alternative if the idea that I provided isn't feasible or good.
~BARD~
--Where is Massacre Elegy?
This was mentioned a loooong time ago and the devs said they wanted to implement it. So where is it?
--A third tier of March?
In dat mining, a third tier March animation seems to have been found. What are the plans for it?
--More DD Gear for Brd!!
Please keep Brd in mind for some of the DD armor gear sets. Long ago at the 75 cap, Brd actually was added to certain high level DD gear sets (Sky Gear, Hecatomb Abj set), but now it hasn't been added to any R/Ex DD gear set ever since the lvl cap was lifted.
So please throw DD Brd's a bone and allow Brd to use some of the future R/Ex DD gear! (I'm sure some Rdm's wouldn't mind this as well)
Dear Mr. Producer,
Beastmaster is in need of some TLC, and it feels like each update does the opposite of addressing the issues we continue to discuss on the BST forum. For example, the proposed new ability for our job goes against the mechanics of how our job plays. We do not want to eat our pets, they are our companions in battle and are the sole reason for our survival. The foundation of our defense, even. The new ability isn't defensive at all in nature as it kills our #1 defense to give us some HP and Stoneskin, which is not a desirable trade-off. It seems to be more of an Oops button than anything else, assuming the player has screwed up and must retreat to try a new strategy.
It was mentioned not long ago that the dev team was going to make BST more party oriented, probably right around the time Ready was introduced, but the job is still anything but party oriented or group friendly. In fact people treat us with contempt more often than not just because we're near them in the field, assuming that we're there to ruin their afternoon. At this point I think the problem with BST is not the job itself, but the community's assumptions that it's a job for poorly behaved gingers and jerks with nothing better to do than ruin someone else's fun. I personally would like to see more party oriented Ready moves, ones that can be aimed at party members and are not direct damage TP moves. Currently, nearly all of our Ready moves are exactly that with little variation. Wild Carrot, Fantod and Harden Shell are steps in the right direction.
Lastly, I would like to zone with my jug pet. Summoners and Pupppetmasters may zone with their pets, but we are forced to rely on our Call Beast timer. Some feel that it is the fault of the individual Beastmaster for using a jug and then zoning to another area, but sometimes that's what we're forced to do, like if you're doing VNM trials. The NM spawns and gets killed, and we have to move to a new area to spawn it again, which costs us a pet each time. I understand that Pets are consumable tools like bullets or Shihei, but no other tools in the game are restricted in so many ways.
Thanks for reading.
I don't know if its been said yet )a lot of posts in this thread)
Add a {Do Not Like} button to the forums. That might help get a better picture of what the players really want. Two posts with 15 Likes may not tell the true story. Throw a {Do Not Like} button and you may see two posts with 15 Likes but one has 3 Do Not Likes and the other has 300.
Yo Ho Yo Ho, a pirate's life for me!
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