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  1. #311
    Player Xamba's Avatar
    Join Date
    Mar 2011
    Posts
    4
    Character
    Xamba
    World
    Bahamut
    Main Class
    SCH Lv 80
    Too many people in Jeuno creates bad lag at times. Possible fixes below.

    1. Add the /yell command to other cities besides Jeuno. Maybe even allow for cross region invites or at least just in the cities/towns.
    2. Get rid of the tax on the Whitegate auction house
    (8)

  2. #312
    Player Rooks's Avatar
    Join Date
    May 2011
    Posts
    9
    Character
    Rooks
    World
    Lakshmi
    Main Class
    PLD Lv 99
    Producer Matsui,

    Most anything anyone would want or need has been covered in the preceding thirty plus pages, so all I will ask for is this: let us play Triple Triad, either in our Mog Houses, or (ideally!) in the field against other players.

    Thank you very much for listening to us. Good luck with thirty pages of requests!

    --Kelhor@Bismarck
    (2)

  3. #313
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    Quote Originally Posted by Sebi View Post
    #1 Bar-Light-ra/Bar-Dark-ra : Very simple. These elements are common amongst the new waves of mobs being added as well as abyssea mobs already in place.
    I feel ashamed for not remembering to mention this one, but I'll chalk it up to it being something that should already be in the game already!

    Barlight-ra and Bardark-ra absolutely should be given to the respective jobs that have been waiting for the spells for years.
    (14)

  4. #314
    Player Kari's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Aisaka
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Okipuit View Post
    Happy Friday!

    Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
    After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
    There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
    We shouldn't have to tell you guys how to develop your game.
    Make something new or reinvent something old, and we'll tell you if it's a good or bad idea before it passes test server.
    Most of us aren't game designers, if we tell you what we want, it'll usually be relatively broken due to bias.
    (13)
    /人 ‿‿ 人\


  5. #315
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Kaisha View Post
    Another subject would be improving the PC client overhaul. For instance, the CPU logic needs to be unbound from the graphical rendering, so we can get 60fps+ without the game running in fast forward, or having situations where the developers themselves had to lock the game down to 15fps for fishing just because it was too fast otherwise on PC. The method the game uses for obtaining keyboard input is dreadfully slow also, particularly if you're multi-tasking with the game open, and you can watch your key presses slow down, or lag your PC entirely while FFXI is running in the background because it's trying to babysit all your input while inactive.
    altough i agree with you there i dont know how they would do it since i have no ideia what is the ffxi engine i only know it runs in direct x8 (ugh) so that is pretty old so i honestly dont know it they can upgrade it too much and how much work they have to put into this

    Quote Originally Posted by Kari View Post
    We shouldn't have to tell you guys how to develop your game.
    Make something new or reinvent something old, and we'll tell you if it's a good or bad idea before it passes test server.
    Most of us aren't game designers, if we tell you what we want, it'll usually be relatively broken due to bias.
    some times game designers are clueless as well player feed back is still important some times players can develop strategies that we didnt even dreamed off to some things, or had diferent ideias for stuff, what game designers can do whorever is balance then out so it dont get too broken like you said(that is if they tought your ideia is good and are going to implement it)
    (2)
    Last edited by Smokenttp; 08-18-2012 at 08:58 AM. Reason: fixing stuff

  6. #316
    Player Jadecc's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Jadecc
    World
    Asura
    Main Class
    THF Lv 99
    allow people to enter salvage solo, make salvage bosses drop linen 100%. I want to earn my mthic, but i dont want to spend every day for the next two years doing it.
    (19)

  7. #317
    Player Evilkairi's Avatar
    Join Date
    Sep 2011
    Posts
    10
    Character
    Evlkairi
    World
    Phoenix
    Main Class
    DRK Lv 99
    Level 99 Abilities
    When the level cap was coming to level 99 one of the things i was looking foward to was A NORMAL ABILITIE (1-5 mins cooldown) that wold define or mark the job, a super unique abilitie for each job but it was a super letdown that the abilities never came whit the last level cap increase, it wold really be good if you made a new abilitie for each and every job that defined the job soooo much that every person wold be looking into the recast just to reuse the abilitie as the LAST abilitie that the job gets for the highest Level.
    (15)

  8. #318
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    Quote Originally Posted by Siviard View Post
    Mr. Matsui,

    I sincerely hope that you ask the playerbase what they want and/or desire more than just once. Perhaps after each major update? That way, it will give us (the players) time to play with all of the new things that were provided to us, and after a time, we can provide feedback to you on how things can be further improved as well as present new ideas (or re-hash old ones) that could possibly be implemented into the game that would be both fun and beneficial to the players.

    I apologize for sounding like a broken record, but once again, I thank you for your time, and consideration.
    This make a forum section especifically for this in all lenguages so you know where to check for feedbacks/sugestions once a month
    (2)

  9. #319
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Nala View Post
    Or the general recipe concept revamped, arrow/bolt heads (base material + base material yeilds 6-12) shaft (relatively cheap) + fletchings (2x wings/feathers yeilds 6-12 relatively cheap) yields 33-99 (or 99-297 for higher tier synergy recipes)

    Bullets Ingot (base material) + fire sand (relatively cheap) yields 33-99 (99-297)

    So in the case of adaman bullets beyond the fact that they are needed for high level smithing there is also a yield inequality or imbalance, generally with bolt/arrow heads they use 1/2 expensive/rare base materials but an intermediate syth stretches them out to 6 more syths as opposed to the 1 syth you get from bullets.

    So to put that into perspective arrows can be produced at a 6:1 ratio by comparison using the recipes alone, now this doesnt even take into consideration that adaman ingots are already more expensive then most arrow/bolt recipe components (well even if you are talking about adaman bolts still 6:1)

    My solution introduce shell casing's (shaft type intermediate and generic go between for all bullet recopies = arrow wood, perhaps add an alternate type cannon shell for use with a neo culverin type weapon and syth able cannon shells!) add an intermediate bullet/slug syth that stretches ingots out for bullet syths, could have a lower overall yield to keep bullets more expensive (nq yields 3 vice 6 or recipe requires 2 ingots but still yields 6)

    Also considering that adaman is in high demand for crafters as well perhaps ontop of this add more sources of adaman.
    sorry for quoting myself but I wanted to discuss this for a sec, general lack of likes I thought I had sound reasoning and a good suggestion to fix it, any one mind setting me straight or helping the idea along with a like...
    (2)

  10. #320
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Okipuit View Post
    Happy Friday!

    Thank you for the large amount of responses thus far! We are doing our best to compile them all, translate them to Japanese, and have Producer Matsui read over each and every request.
    After reviewing some suggestions that have been provided so far, we would like to once again make a request. We have been coming across feedback suggesting to “revamp it!” or “fix it!”, etc. In order for us to properly communicate your ideas, we need specific information, such as how we should fix it and what we should do.
    There is no need to write a book either. Brevity is just fine, so please try your best to be as concrete as possible. Please refer to the requests Producer Matsui made and again, thank you for all of your feedback!
    As far as enmity goes:

    Perhaps you could lower the enmity accrued through dealing damage, and or increase the decay rate.

    Raise the cap on enmity so that people can't hit it so fast.


    Create a separate enmity cap for certain J/A that goes beyond the current cap, so that damage dealers / healers cannot reach it through normal activities, but a well trained tank can by intentionally using hate generating moves.

    Increase the enmity lost when taking damage from AOE moves, if you are not the current target.
    (13)

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