Last edited by SpankWustler; 08-18-2012 at 06:31 PM.
Give Tarutaru's Stools!
The End.
Cant even see over his own counter.. /cry
Thank you for the update.
I must disagree about the need for brevity, as some issues (such as RDM, which is clearly an important point to some players) are too complex for a simplified solution. The job can't simply be fixed with a few new spells or an extra 100 STR. Therefore, a comprehensive examination of what we think is wrong is necessary in sharing our desires with Mr. Matsui.
So you want suggestions on how to fix certain things?
Well I'll start with Bullet Prices:
Possible fixes:
1) NPC sells high end bullets at a reasonable price (10-15k/stack), just like COR cards
2) NPC sells crafting mats for high end bullets at a reasonable price
3) Reduce the crafting requirement to make bullets, which will help get more HQ's which should drop prices
4) Make a trade-in NPC that allows you to trade certain amounts of lower ammo for higher level ammo
5) escalate the effects of recycle and give COR native recycle (this won't lower prices but will lower ranged attacker costs)
6) combo 2&3
Anyway that's 6 ideas for lowering ranged attacker costs.
Yo Ho Yo Ho, a pirate's life for me!
I disagree, they havent really given us much to go on as to how we will be able to arrange the chat window or even if they would introduce new filters, i agree with Frank on this matter if we can split up the logs they ought to re evaluate how the chat log is filtered.
This was my idea on the matter I would like some of the other gun type job players out there to respond as to whether the logic behind it is sound or not considering i thought it was but the amount of likes it received was relatively low (gonna try and slim it down this time):
What I would like to see is a recipe revamp for how bullets are produced currently as I see it there is an imbalance in the production rate due to how the recipes are designed
For arrow/bolt they require: heads, shaft and for arrows fletchings, one syth yields 33-99 (or 99-297 for higher tier synergy recipes)
For bullets the recipie is an ingot and fire sand, the yield being the same.
The difference between the two is the components for arrows/bolts are all intermediate syths, that is to say they stretch out the base material anywhere from 6-12 additional syths from the original base materials, as opposed to the 1 syth you can make using an ingot.
My main suggestion is to revamp bullets recipe to be slug + shell casing + fire sand (head, shaft and fletching type equivalents) by using some intermediate recipie to stretch out the ingots into "adaman slugs", "orichalcum slugs", "steel slugs" ect. when combined with casings and fire sand would still produce the standard 33-99 (or 99-297 when using synergy)
That and make the process of obtaining adaman and other high end bullet materials easier to obtain.
(hope this better relays my intent this time)
Since this thread was made to express what each of us want, I won’t bother reading all the posts. I’ll just post what I want and if any of my points have already been said, I think it is worth repeating. I want to talk about certain game mechanics that is driving me nuts and a little about mage jobs:
I general I want a gear-lock bonus. Which means you need to lock your gear at your MH and you can choose various buffs like double attack, MAB 30 etc. If you change your gear outside the MH, you lose your buff until you go back to the MH again and reactivate your buffs. I want also to not be given these buffs, I want to EARN them via quests and missions (similar to certain Abyssites and & Atma).
I want a predefined item-list to each job where we can choose to link items to a job. This means when I switch from WAR to BLM, I automatic get all the gear I need for my BLM in my inventory. When I then change back to WAR, I will have all the WAR-gear in my inventory. This avoids manually selecting all the gear I want all the time.
I want quests and missions to not be repetitive. If I want to raise my fame, I want do 20 different kinds of quests for either one person or many, not 20 times the same quest over and over. This makes the game boring and it becomes more a job you need to do order to have fun later. I want to have fun all the time. That’s why I am playing a game -.-
I want SE to give specific answers to why they can’t introduce certain things to the game. The good old answers like “Game balance”, “game limitations, “working as intended” etc, just don’t cut it. I want to know specifically why certain things can’t be introduced in the game.
I want SE to not spend years on “fixing” things that has been implemented. It took them forever to finish WotG and updating all the items to Trial of the Magians. When you introduce something I don’t want a half finished job (or in very many cases, 1/50 finished jobs). I want to be able to enjoy the full content right away when it is released. I get that you might meet some bugs along the way that you need to fix, but when SE don’t even think how much they gimp the rest of the whole game when they introduce abyssea, it is just bad planning. Don’t get me wrong, I LOVED Abyssea, but it destroyed everything else in the game and it took a long time before SE did anything about it. I want SE to plan properly to avoid these annoying and frustrating situations.
I want a proper mission-seeking system. The search system SE has to find people on the same quests/mission is horrible. I want to activate a mission and make it public to the whole server that I am on that mission and am looking for fellow partner to finish that mission. I really hate the game WoW on many levels, but one of the few things they have gotten right is how you can flag your missions. I want you to check out how their mission system works because SE’s search system is inferior on so many levels compared to this. This will help so many people finishing what they want and it could open up a new system of “points”. If you repeat a mission you can create a new reward-system for veterans who not only help out fellow Linkshellers and friends, but also newbies. These points can be used to get cool and new gadgets. So many people don’t progress in this game because so few want to help them. I see so many shouting for hours just to get passed a lvl cap mission. I want this to stop. I also want to look for party with multiple jobs.
I want Abyssea cap to be raise to lvl 70.
I want weponskills to matter for mages. I want them to stop swapping gear. I want them to keep and gain their TP when they use spells and abilities. I don’t want them to just get 1 or 2 TP when the do magic damage, or heal etc, but I want them to get the same amount of TP they would get when they would melee. The amount of TP they would get should be adjusted to how much you heal, if a debuff lands, how much magic dammage you do, how long the spell takes to cast, etc. This would give them the chance to use WSes in parties. I want WSes to be just as useful as spells. I want for instance RDMs WSes to double the length of debuffs, WHMs to have a regen-aoe WS, SMNs to perhaps use a different ability to their pets or summon new avtatars, etc etc. I have so many examples, but I will stick to only a few. The potency of these WSes gets much better the higher TP you have and they should last a very long time like 10 – 30 mins.
I want the 6-man-parties back… with a twist. I want the mobs to take MUCH longer time to kill. I want the team to really figure out a tactic to kill the mob. I really miss the Weaponskill (WS), Skillchain (SC) and Magic burst (MB)-system and I want this back. I have hardly seen anyone deliberately skillchain since the lvl 75 cap. I want to really feel like I have slain a challenging mob and get a very good amount of exp after. I also want to get more EXP from a mob if the party uses SC and MB on it.
I want the RDM job to be better at meleeing. They hardly do any damage compared to the melee-DDs. They should have access to better swords and I think all of the en-spells should become better and do more damage as you level up. I also think they should have en-debuff spells, like enBlind, enParalyze etc. They should also get TP as they land a successful debuff spell. I think they should get significantly better debuff-accuracy when they wear daggers/swords than when they wear staffs. In my opinion RDMs should never wear a staff. I want them to have a permanent high bonus when equipping Sword or Dagger.
I want a “charge system” for SCHs. SCHs in other Final Fantasy games didn’t have MP (I don’t know if this is the case in all FF-games, but for the ones I played it was). They had 9 charges of Cure I, 6 charges of cure II, 3 charges of cure III etc. Since MP is already a well-established part for SCH’s already, it would be cool if they could instead give away their charges to other jobs. For instance give cure III’s to the WAR or the DRG so they could heal themselves when they needed to. Give away Regen III to the PLD so he can use it when needed, recover MP to other mages (or himself) so they can recover MP when they need to. When the spell is used it won’t cost any MP and it takes a certain amount of time before it gets recharged. Each spell should be adjusted according to the spell and lvl. This would give the SCH a unique aspect to the game, making each and single job more independent.
I want the SMN to also be “tactical mages”. They should have the possibility to DD equally to mele,- and magic-DDs. Since their bloodpact (BP) is on CD for so long, they can’t compete in damage to BLMs or melees. I want the recharge on BPs to get lower as you lvl. Being able to only paralyze once every 1 minute is ridiculous. I want a jobability (JA) for SMN that transfers their damage to the pet. This means SMNs could melee much safer and at the same time their pet dies faster if they are not careful. The “sit-back-and-enjoy-the-view” summoner never worked for me, but the SMN should have the possibility to do both and gain different rewards from it. Like if you use many spells and “sit-back-and-enjoy-the-view”, you could get a WS that protects your pet from damage. I want summoners to have Summoning magic A+. If you will not introduce the job Invoker to the game, then I don’t see the point of gimping SMNs with this skill. They are the only ones who can use summoning magic and should therefore have the best possible skill…
I want WHMs to have Bar-element spells that last longer as you level. I also want them to be able to absorb the spells, causing them to heal instead of taking damage. This absorb effect depends on the enhancing skill. I want Bar-status spells to be able to completely resist status-spells, again if you have high enough enhancing skill. Since enemies use Sleep I, Sleep II etc, the enhanching skill would need to be higher in order to resist it. It also depends on your MND and the enemy’s INT.
There is so much I want in this game and I can’t remember everything right away so I will edit my post as I remember more stuff. If you read this far I commend you for going through the wall of text.
Thank you <3
EDIT:
-19 August. Thank you for likesMore inventory space please. Upgrade the system if you need to and hire 20 temp-employers if you do not have enough manpower^_-
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Last edited by Kaych; 08-19-2012 at 10:46 PM.
Its sometimes best to agree to disagree ^_-
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"/sigh factor" is when:
- You are asked to set your HP when you already have your HP set the place you exit. O.o?
- You need to repeat a quest a 100 times in order to cap your fame >_>
Ballista overhall/revamp, why? Because John Madden told me to say so.
/l、
゙(゚、 。 7
l、゙ ~ヽ
じしf_, )ノ
United States Postal Service Postmaster
I want merit weaponskills 5/5 for all weapons not only for 3.
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