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  1. #361
    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)

  2. #362
    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)

  3. #363
    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)

  4. #364
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    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!
    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.
    (9)

  5. #365
    Player Tennotsukai's Avatar
    Join Date
    Apr 2011
    Posts
    578
    Character
    Tennotsukai
    World
    Shiva
    Main Class
    BLU Lv 99
    Fixes I feel need a look at:

    1. Blue Mage - Many spells are either labeled wrong or just do not work properly. Tourbillion and Barbed Crescent are examples I can think of. Unbridled Learning spells are not remarkable enough to warrant a 5 minute recast time. I feel that charges would fix this problem. Also, too many spells to have to proc in Voidwatch. Reduce the number if possible.

    2. Red Mage - Definitely, there needs something done on this job. New spells or abilities would help. An ability that gives AoE capabilities for refresh II or temper, or an ability like x-magic used by red mages in other ff games. A spell like Faith would be interesting.

    3. Summoner also has some issues that need tweaked. There should be a new bloodpact ability for all summons, or an ability that resets all bloodpact timers to 0:00.

    4. I also feel like Dark Knight needs better survivability, and Dragoon's wyvern needs more survivability.

    That's all I can think of right now. Tired....
    (7)

  6. #366
    Player Keinn's Avatar
    Join Date
    May 2011
    Posts
    56
    Character
    Keinn
    World
    Bahamut
    Main Class
    BLU Lv 99
    Please fix Bastion.
    I want the enemies to stay until we win or die trying, rather than sneaking by you to instantly steal the core and run 95% of the time.
    (24)

  7. #367
    Player Damane's Avatar
    Join Date
    Mar 2011
    Posts
    715
    Character
    Damane
    World
    Phoenix
    Main Class
    DNC Lv 99
    General things that need fixing:

    - Enmity system: The enmity System was build for up to lvl 50. The system itself is now at lvl 99 flawed, which makes it i think harder for the developers to implement challenging fights that dont require zerging or perfect defense. The Revamp of the Enmity system would benefit not only PLD and NIN as tank (also RNF the new job), but it would also benefit the Jobs that have Enmity Control Abilitys like DRG and THF.
    Possibility 1: uncapp the Enmity for all jobs
    Possibility 2: lower the amount of enmity gained via physical dmg dealt.


    - Auction House: Revamp the amount of items you can put up on the Action House, as it stands you can only put up 7 items on the AH. Many people just sell items to the NPC, because its tedious to sit on 20 items to wait until the 7 others sold. Those are potential crafting ingridients lost and it would ease up alot of things for players.
    Allow players to put up 15 items on the AH.


    - Lag: Currently alot of players suffer significant Lag when the encounter obstacles like: Avatars, Confluxes, Maws, to some point even the new WSs. Pls try to fix those Lag-Spikes CPUs get. It really is not enjoyable to be lagged out of events or to die to somethign due to lag. I think most players agree that glowing avatars, maws etc. are not needed, when it comes to makeing the gameplay experience better.
    The same can be applied to the new Macro icons, there is a huge delay before macros show up. This issue is present since the Revamp of the UI happened.



    Battlefield adjustments:

    - Einherjar: Reduce the wait timer from 72 hours to 24 hours. People shouldnt be restricted to do events they want, because SE thinks they want to be "dicks" and just lengthen somethign by restricting entrance. People would enjoy the game more, if they could do anything they want when they want.
    Additionaly abolish the minimum requirement form 6 persons to 1 person.


    - Limbus: The same problem here as with Einherjar. Reduce the entrance time from 72 hours to 24 hours. People shouldnt shedule their RL around the game. The game should offer to freedome to do things WHEN YOU THE PLAYER wants it.

    - Salvage/Assault/Nyzul Isle: Abolish the minimum requirements of entrance from 3 persons to 1 person. People should be allowed to do old content solo.

    - Voidwatch: The greatest thing Voidwatch ever brought to FFXI was easier transporation means. But I dont think players should be left out of Transportation because they didnt clear Voidwatch. Pls allow players that didnt yet clear the VW path, to have the same teleportation service other people have. This would help all participating players immensly and reduce wait time. People sometimes get excluded because they dont have a Teleportation to a VW camp. It would be a step into the right direction of makeing voidwatch more accessable.

    - Legion: This event is as it stands atm a total zerg fest. Reasons: HNMs are insanely overpowered, some of them can only be touched with Perfect defense on. Fighting the HNMs in the tradional way means you will time out definitly. pls consider those changes:
    lenghten the event time from 30min to 1 hour. Consider some changes to some of the NMs that can basicly dickmove a whole alliance. I dont care if they still hit like a truck, thats ok, but Ability moves that wipe out a whole alliance with no chance of recovery are garbage.


    - Treasure: This is in General for the new Producer. Please restraint from adding such LOW doprates as we have seen in Voidwatch, there is nothing more discouraging for Players to go fight somethign 50 times and get out with NOTHING in your hands. It makes people leave the game.
    (19)

  8. #368
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Keinn View Post
    Feint's current description says additional 25% chance to proc Treasure hunter per additional merit.
    I want this to be true.
    More then likely 100% increase in chance not 100% chance to proc 100% increase of 1% is 2% hence why you probably never notice the diff...
    (1)

  9. #369
    Player xiozen's Avatar
    Join Date
    Mar 2011
    Location
    San'doria
    Posts
    301
    I would like something done about Assaults. Its very difficult to find people to do all of the Assault mission; those new to the game have an even tougher time---not to mention if you are working on or would like to work on a Mythic Weapon, the requirements require going through Assaults twice.

    I can somewhat appreciate how this system was established initially, but times have changed and getting through all of the Assault missions (not only once but TWICE) is daunting and poses quite a challenge. Is there nothing that can be done to alleviate this or make it less cumbersome?
    (15)

    {DISCLAIMER} Posts may contain opinions based on personal experiences that are not meant to be taken as facts. What may appear as fact with no source reference may be recollection of information with no source, and may be subject to scrutiny without source reference. Any debate may be considered conjecture of all parties in that debate. Player comments may not be the expressed position/consent of SE, their affiliates, or any employees of said organizations.

  10. #370
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    I think old nyzul and assaults shouldn't require tags, letting us retry as many times as we want each day. Either that, or make another type of tags that work for old nyzul and assault, but regenerates much faster than the tags for new nyzul. Perhaps 2-3 times faster, and/or let us save up much more than 4 of these at a time.

    This would help players that weren't active during the ToAU days get through the old content faster. Currently, it is pretty hard to find people to help you do this old content, because helping people with old nyzul means you have to spend the tags you were planning on spending on new nyzul, where the rewards are much better.

    Additionally, the few times you actually manage to get help with old nyzul and assaults, it is pretty annoying that you can't do more than 4 in a row. Who knows how long it will be until next time you find someone to help you?

    This is old content where very few of the rewards are relevant anymore. There is no harm in letting people get through it quickly anymore. It's not making the event harder or easier, it's just making it less time consuming.

    I could take myself as an example, but I doubt I am the only one this is true for. I haven't done more than like two assaults ever (excluding nyzul), and the rewards from it means I would never spend my tags on them, but rather save them for old/new Nyzul. If I could do the assaults freely, I would probably do them, just for the sake of having finished them. This makes the game more fun for me, because there is more variety in things I can do. At the same time it doesn't unbalance things or make certain good items too easy to get, because whatever I can get from those assault points aren't exactly in high demand anymore.
    (18)
    Last edited by Mirage; 08-19-2012 at 11:34 PM.

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