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  1. #1
    Player Hayward's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    325
    Overall:

    *Give us events that don't require XYZ jobs to even have a chance of winning. Give players a reason to use the jobs they enjoy and stop elitists from cheapening the experience.

    *If there must be an element of luck in the reward system, there needs to be a progressive component that encourages persistence. The game cannot sustain itself otherwise.

    *Give people a chance to stop catastrophic TP moves, especially AoE moves (which needs to be more limited in its use). Giving NMs immunity to Stun or making the TP moves instantaneous is a rather cheap means of increasing difficulty.

    Jobs:

    *Summoner: No need for new avatars. Let's have final level 99 Physical BPs that outclass those of level 70 in terms of damage and accuracy. Give party members a beneficial aura for a certain time after use.

    *Red Mage: There need to be a few things done to give back this job's identity. First, give the job some melee-specific Job Traits naturally (Attack/Accuracy Bonus, TP Bonus, etc.) to boost it's fighting potential. Moreover, introduce a Red Mage-exclusive (level 50+, 3 tier) Enhancing Spell Bonus Trait that gives extra Attack/Accuracy/Magic Damage when using Enspells. Secondly, Brave and Faith spells, again exclusive to RDM, would solidify the job's support aspect if it is modeled after the spells in FFXIII. A Pain-type spell would reinforce the job's enfeebling mastery.

    *Paladin: I stand by my position to either raise the enmity cap exclusively for Paladin or lower the cap for all other jobs. I would also ask to reconsider the developers' resistance to raising PLDs damage potential through adding offensive job traits naturally. It would also be nice to give the job access to Hexa Strike since PLD has higher club skill than WHM (Sorry, Realmrazer just doesn't cut it as it is right now).

    *Thief: Please improve Steal's success rate or just decrease it's cooldown time to 1 or 2 minutes. Other than this, I don't have much to request.

    *Bard: More combo instruments would be great to lessen the inventory burden.

    ToTM:

    *Consider retooling the weather patterns in certain areas to give equal chance for either pattern.

    *Allow Scholar's -storm spells to count toward kill quotas as long as that weather would occur naturally in the area (e.g. Thunder in Vunkerl, Gloom in Uleguerand). Also allow the spells to force geode drops while under the spell's influence.

    Magic skills:

    *Allow spells cast on other players and Adventuring fellows to increase Enhancing/Healing/Divine skill at the same rate as Enfeebling/Elemental/Divine skill when offensive magic is cast on monsters.
    (12)
    Hayward: Cerberus-San d'Oria

    5/5 +1: Cirque [4/5], Tantra [4/5], Ferine [4/5], Estoqueur's [1/5], Sylvan, Navarch's [1/5], Savant's, Orison [1/5], Charis [2/5]

    5/5 +2: Creed, Caller's, Unkai, Iga, Raider's, Lancer's, Mavi, Ravager's, Goetia, Bale, Aoidos'

  2. #2
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    I just saw a thread about this, and figured (if it hasn't already) it should be on here too:

    Quote Originally Posted by Hashmalum View Post
    I propose that an NPC should be added to convert cruor to gil directly. There's even a ready-made lore explanation--it's already been stated in the Voidwatch storyline that Jeuno needs cruor for its anti-Voidwalker efforts and is always wanting more. Jeuno is of course a very wealthy city, made even more so by the fact that they literally mint gil. It would be trivial both code-wise and lore-wise to do it and it would make our lives a lot easier. So why not?
    I propose a rate of 2.5 gil per cruor, to keep in-line with the current value placed on Cruor.
    (17)

  3. #3
    Player Onisama's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2
    Character
    Onisama
    World
    Ragnarok
    Main Class
    WHM Lv 99
    Hello! I'll leave some of my requests.

    1- Make it so we can merit most of the weapons skills to level 5 and not just three.

    2- Adjustments to the macro system, either add more lines or allow gear sets

    3- Make Voidstones fill up faster

    4- Remove entirely the lamp order on Nyzul Isle Uncharted

    Thank you for your consideration
    (29)

  4. #4
    Player elliondrk's Avatar
    Join Date
    Apr 2012
    Posts
    2
    Character
    Elliion
    World
    Phoenix
    Main Class
    WAR Lv 99
    Good afternoon,

    One of the biggest things I would like to see is an alternative trial for increasing level 95 relics to 99 relics. Suggestions for alternative trials and Umbral Marrow acquisition:
    -Kill X group of mobs X amount of times with relic weapon skill. Much like the first few trials. This would make it possible for more casual players to obtain a 99 relic. That way, the trial can be done at one's leisure.
    -Kill each Dynamis zone boss once, excluding Dreamworld Dynamis.
    -Kill Dynamis Lord or Arch Dynamis Lord X amount of times (3-5). Might make it easier to find a group willing to take him out since technically, no one would be screwed on Marrow drops for the 95 -> 99 relic.
    -Make Umbral Marrow an uncommon or rare drop off of regular demons in Dynamis-Xarcabard. No procs or anything, just a regular drop.
    -Make 1 Umbral Marrow a 100% drop off of regular Dynamis Lord.

    Keep the Umbral Marrow in place for the Afterglow versions. I usually only play with 2-3 people at any given time, and finding help for *5* Umbral Marrow is nightmarish. No one wants to PUG it since people get screwed, and people only look for certain jobs for ADL. Keep in mind that this next part isn't an attack, but players gouge the price of the Marrow to 20mil+, which makes it tough to buy. Having to pay 100mil+ for ~10 damage rating, increased ODD chance, and +5 accuracy or attack isn't worth it, especially since relics are supposed to be one of the easier weapons to upgrade from 95 to 99. That ends my part for Umbral Marrow/Relic trials.

    Other things that I'd like to see:
    -A High-Quality graphics engine.
    -An option to change race. This would include stats calculations.
    -A gear remodeling option. Take a piece of gear and make it look like another.
    -A gear dyeing option. Some of the gear looks bland, but some would look better if given the option to change the colors
    -An option to change name or reacquire an old name if the name you want is not only taken, but is also on an inactive account. Both criteria must be met so no one that has an active account gets screwed.
    -Weapon Combining. A process where one would take a higher level weapon of one type and combine it with an equal or lower level weapon of the same type. It would take a portion of the damage rating of the combined weapon and add it to the damage rating of the higher level weapon. The bonus stats from the combined weapon would also carry over. However, limit the stats that would carry over to Relics, Empyreans, and Mythics. This would give a slight edge for those who don't want to obtain these weapons.
    -Make newer jobs able to wield relic weapons.
    (7)
    Last edited by elliondrk; 08-19-2012 at 08:11 AM.

  5. #5
    Player Rosalie's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    330
    Character
    Rosalee
    World
    Bismarck
    Main Class
    COR Lv 99
    Next time there is a Vana'fest, I want an interpreter on the community staff feed while the Developers' Talk happens and not a lame recap when it's all over and cool stuff is happening on the JP feed. My entire linkshell was asking "ROSA WHAT ARE THEY SAYING" while we watched the Japanese feed of the Developers' Talk even though I was one of only two people in the whole shell that knew even halfway what was going on with the panel.
    (18)
    Current Quest Counter: 2109!

  6. #6
    Player Almalieque's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    21
    Character
    Almalieque
    World
    Asura
    Main Class
    RDM Lv 99
    Allow players to choose what level to sync to either via GoV/FoV books or a NPC. If "balance" is an issue, only allow certain levels to be chosen in certain areas. For example, allow players to choose a level between 20-25 in Qufim Island to sync to.
    (4)

  7. #7
    Player TheBarrister's Avatar
    Join Date
    Apr 2011
    Posts
    10
    Character
    Jurist
    World
    Carbuncle
    Main Class
    WAR Lv 99
    1. Do not bring Evoliths back. This was not a fun system, and no one did the content. Materia from FFVII was a great idea, why not ditch the entire Evolith system and start over with this? Perhaps it could be used to infuse Atma/Atmacite like buffs.

    2. Get rid of timed spawns. Everywhere. It's a pain waiting real life time to be able to do content. Especially in line behind people who have apparently endless amounts of time to play this game.

    3. revamp campaign or add another battle system like that for lv 99, was tons of fun at 75 we need another!

    4. an improved way to organize sets of gear (i dont mean storage slips) i mean from our reg inventory/mog house storage etc. i dont have the answer Oo but current inventory is like one huge mish mash and god forbid you have to auto sort ;;

    5. allow at least double amount of mailing slots ...sheesh

    6. thf treasure hunter should affect rare/ex item drop rates immensely

    7. bst: omg please allow us to control what target a pet fights when multiples are about. having to re-sic to the specified target 30x is highly annoying and pointless. they should stay on the target i specify, always.

    8. increase mp and hp regen when kneeling 5 fold ,i cant believe after this many years its still this slow good grief /cry as i watch paint dry faster. even if its only when no one in pt is in battle for those that may say it would be op in some way Oo... just please, increase it when out of battle (everyone)

    9. whm should have spell to remove raise sickness on party long cd of course, but it should be there ^^ /runs away.

    10. Make it easier to log into this game.

    11. Do not cater towards the ultra-casuals that don't play very much, but post a lot on here. We don't really need new exp systems and we don't need a lot of quests/missions/content targeted towards players that aren't 99. There are 10 years of this content that you've already developed.
    (10)

  8. #8
    Player Czeph's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Czephiroth
    World
    Asura
    Main Class
    PLD Lv 99
    Firstly, thank you for taking the time to do this. As you have probably realised by now, this means alot to the ffxi community as a whole.

    What I would like to see:

    1) The enmity system repaired.
    My thoughts on this: Increasing the enmity cap significantly, and scaling tanking abilities enmity generation to make it more realistic for a tank to hold hate from DDs with sufficient effort.

    2) customisable equipment sets that can be called by a single line command in a macro.
    My thoughts on this: Creating a form of data that would be stored on the client machine thereby only being limited on the number of sets by size of the client computers hard drive or other storage medium. The file should be able to change every piece of gear in one macroline. A macro for the job ability rampart would look like this for example
    line1: /equipset equipsetname <wait 1>
    line2: /ja "rampart" <me> <wait 1>
    line3: /equipset tpgain
    The alternative would be to allow infinite lines for writing macros, but limiting certain things from multiple repeats. So for example, only allowing 2 instances of /shout or /yell in a macro, allowing only 1 instance of /fish and so on. Where as you would be allowed an infinite number of lines for /equip, /ja, /ws. /ma is more difficult to cope with, perhaps allowing only 3 instances of /ma in a single macro?

    3) Either a)the ability to equip armour from a mog satchel and mog sack, b) a significant increase in the ammount of carryable inventory a player can hold and directly access, or c) a second tier of items such as items2.

    my thoughts on a): This would presumably be possible to implement cross platform due to the fact it's essentially recycling the items code for 2 additional locations, I cannot imagine it being a hugely difficult adjustment to implement.

    my thoughts on b): This would certainly be a more popular option, I understand there are limitations upon the playstation 2 console, however offering a version for the playstation 3 would take minimal effort to release on the playstation network as a port of the playstation 2 version, but with minor adjustments removing limitations of being a playstation 2 game, perhaps the pc version would be easier to port accross to the playstation 3 platform?

    my thoughts on c): in this scenario it should be as simple as adding in the mog sack feature was but with the code differing to work in the way that the items inventory does. I would suggest having ctrl+I bringing up one form of inventory and alt+I bringing up the other form of inventory for keyboard users. Since I understand that customisable configurations are in the works, it shouldn't be too much of a stretch to allow the method to call this via a button press for gamepad/console users without a keyboard connected.

    4) correction of the minor bugs in the game.
    My thoughts on this: Throughout the world of vana d'iel, there are certain areas where it appears as though you have run into an invisible object that stops your character dead in it's tracks where there is no visible reason for it. I made a report under in game bugs and no action has been taken to my knowledge.
    There are some points in sea where ul'phaubo and om'phaubo beneath the surface of the water are able to pass through what players perceive solid impassable objects, I would call this a collision detection error. The number of steps in the game that are needlessly difficult to climb also requires some attention, a player can find it impossible to go up steps that wouldn't cause problems for a small vole to climb, and this cannot be working as intended.
    There is also a moogle that appears to be identical to the one inside my mog house that spawns in a few random places and despawns when approached, however if you can converse with it before it despawns it behaves like the moogle inside the mog house.

    All issues from 4) have been reported under the in-game bugs section and have not been addressed.

    5) I would really like to see improvents via trials of magian for mission/quest reward items.
    My thoughts on this: chains of promathia rings gaining an extra point to each stat per trial. I suggest +8 being the final number on the stats to be applied if the job it is worn on is 99. The ethereal earring could go up to 11 attack and 11 evasion with 6% of damage taken being converted to mp. I won't list every item in existence that it can be applied to individually, but I would suggest applying it to any mission reward item.

    6) I would like to see paladin's damage potential whilest using a great sword increased to bring it to a point where it can act as a damage dealer comparable to other damage dealers that currently exist. The paladin would still not be able to tank in this scenario, however it would allow for a paladin to fullfill a role in a "zerg" situation whilest not augmenting it's damage dealing ability whilest fullfilling a tanking role.
    This is purely a selfish request, however I feel it would be worthwhile to implement since most jobs are capable of behaving defensively and aggresively to suite a situation.

    I hope I have given enough detail to work with should my ideas be taken into consideration. Thankyou for your time.
    (11)

  9. #9
    Player Eric's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    374
    Character
    Aerolite
    World
    Siren
    Main Class
    SCH Lv 99
    How I feel about some of the suggestions I've seen:
    (9)

  10. #10
    Player Keinn's Avatar
    Join Date
    May 2011
    Posts
    56
    Character
    Keinn
    World
    Bahamut
    Main Class
    BLU Lv 99
    Feint's current description says additional 25% chance to proc Treasure hunter per additional merit.
    I want this to be true.
    (19)

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