Moblin Maze Monger's weather should count towards trials.
We should be able to get skill ups in Campaign.
Reward items (like Tamas Ring, Rajas Ring, etc.) need to be upgrade or be upgradeable.
Moblin Maze Monger's weather should count towards trials.
We should be able to get skill ups in Campaign.
Reward items (like Tamas Ring, Rajas Ring, etc.) need to be upgrade or be upgradeable.
I think something I would personally like is much more regular follow-ups from the producer, like they have going on over at XIV. I think that the way how Yoshi-P interacts with the community really unites them, and they feel like they know him and that he is reachable and listening to their comments. I think the devs here on the forums have gone MALMS to improve this and I think they are doing a great job. I think just a little more from the big man himself would be very welcome, and topics such as these where he is reaching out are great.
In terms of specific changes that I would like to see... I'm a big fan of content in the past that no one seems to do anymore and with the trend that the game is taking, people just don't do these events anymore and I'd like to do them, just for... the experience of them. I think they also would be attractive in bringing in more players if such events were easily accessible and didn't require an army of players which you just aren't going to get. So specifically, remove caps from things like,
Garrison, Eco-Warrior, Expeditionary Force
These days, the above events are outdated, but I dunno, for completions sake I know of a few people who'd like to do them. It doesn't seem like uncapping/making these easier to initiate on your own should be all that difficult or unreasonable; its not like you get anything game changing from these.
Leveling
I think the current burn style of leveling makes a lot of the game, zones, irrelevant. SE has shown resistance to placing a cap on Abyssea. Rather than place a cap which I feel would generate a lot of rage, perhaps give more incentives/rewards/cash out for grounds of valor pages. Just something to boost the attraction of traditional exp parties to make it alluring. Truth is, exping is a LOT faster even outside Abyssea, but many just opt to sit in Abyssea and let their characters get burned up. I think a lot of this has to do with that there just isn't much incentive in the game to level any other way, and perhaps with more gil, more conquest points, etc, being given to players for leveling in a traditional way may go far in changing that. This would also help new players get into the swing of things as well, especially if you were to award more cash for completing regime pages.
Conquest Points / Sanction rewards / etc...
I think these need some new, good gear to be updated with the times. Doesn't need to be the best stuff of course, but I think that adding some new, decent gear options as rewards for Conquest points and whatnot would bring more action into those areas. Something decent but not better than anything requiring significant challenge.
Old Long Spawn NMs
There are tons of NMs out there, such as King Vinegarroon, Biast, etc... that just aren't camped anymore because they are outdated. I'd like to see these NMs which aren't really in competition anymore pop significantly more frequently and not under such stringent conditions such as weather.
Crafting (and Inventory)
I think crafting needs to be improved and made easier. The days where it was highly advantageous to have are long gone. People do it now for the novelty of it or to get an item no one makes anymore. Just increase the skill up rate. With regards to inventory, these sorta go hand in hand. Make more items stackable to 99. Make items that aren't currently stackable, stackable to 99, such are ore, logs, etc. If you actually do decide to go out and harvest for a change you are going to get shot down quickly as your inventory piles up. Yeah, you can send all your battle gear to yourself through your dbox and have to deal with that nightmare later, but that isn't a fun process and its very time consuming. One thing I have enjoyed about the crafting system in my little stint on FFXIV is that it has a setup like this. Ores stack to 99, so I can run around and play the game and have fun, and check back later and wow, I have 58 ores or so from leves, mobs, etc, just chilling in my inventory. Then I can craft them up and put them to use. It makes crafting both appealing and easy to do, as opposed to having to specific decide to go out and farm these things.
If the GAIN was there, like, if there were godly rewards to getting your craft to 110 still like there were in the old days, I can understand making the climb arduous. There just isn't anymore with so much compareable gear coming 'free' from doing endgame.
Menu consistency is a small fix that would make this game much more playable.
Why is it that when you want to say yes to something, sometimes the option is defaulted to yes, and sometimes no or sometimes the option is on the top instead of the bottom? Staging point warps, conquest warps, confirmation screens... There are so many variations.
I'd also love a little HUD when doing synergy that displayed elemental levels, pressure and such rather than getting spammed with chatlog notifications.
I'm not going to go in a long post about the various changes that I'd like, as I've seen many others post along the same lines as what I'd like. So, I'mma just say please add a race change option. It could be done like the world transfer service, one time fee, can't change again for 3 months.
Make it happen, SE. So easy to implement, people want it, and ya can make more money. win/win for all.
Hey it would be cool if we could get more colors for each hair style too. Dunno if that's possible to do at all though. There would need to be a way to change your colors too in that case, of course.
Chocobos
Allow us to manually race our chocobos with incentives, such as points to obtain special gear. This gear can be "flee effect" in certain towns, battle related gear or purely cosmetic customs.
If possible, allow us to fly our chocobos so we can go over creeks, rocks and other things that hinders simple movement. They do not necessarily need to fly high, just high enough to where we don't have to do detours in order to get to where we are going because we can't "jump".
A lot of people have remarked at length about the limited utility of Red Mage. I agree with everyone. Red Mage was my first job in FFXI, and it saddens me to see it reduced to being a job that no one has any reason to select to participate in group activities. I have a few suggestions for how Red Mage could potentially be improved.
Option One - More powerful enfeebling magic
Give Red Mage a job ability on a relatively low timer (5 to 10 minutes) which would greatly increase the power of enfeebling magic. By "greatly increase the power," I mean making existing enfeebling spells comparable to what some monsters in the game are already able to do: Many monsters are able to use versions of Bind and Sleep that are not broken by dealing damage, paralysis which is significantly more potent than what players can cast, etc. While this job ability is in effect, grant Red Mage access to enfeebles that are not currently in its arsenal, such as Stun (technically a dark spell rather than enfeebling, I know), Break, Frost/Choke/etc (again, technically elemental spells, I know).
Option two - Increased damage dealing capabilities
Give Red Mage job abilities with recasts that are shorter than the duration, just like Hasso and Seigan. One job ability will greatly increase Red Mage's attack power, speed, and accuracy at the cost of extremely reduced magic accuracy, casting, and recast times. While this job ability is in effect, Red Mage's proficiency with a sword would be similar to that of Blue Mages but with a huge penalty to its support capabilities. The other job ability would add an increase to magic accuracy, spell potency, and spell duration at the cost of greatly reduced evasion and defense and increased enmity. While this job ability is in effect, Red Mages would be able to enhance, enfeeble, and nuke more effectively, but would quickly draw hate and die in very few hits.
Last edited by SharMarali; 08-20-2012 at 04:08 AM. Reason: Formatting mistake
Sorry first off for being late to this thread, and also if I repeat stuff suggested by others, but these are my suggestions. I wish there was a way to allow people to thumbs up just the ones they like without spamming a lot of different posts... but c'est la vie.
1) More food selection for mages: Obviously this isn't a crushing priority, but it would be super nice if there was magic attack bonus, fast cast, magic accuracy, and cure potency food. Most food is very mediocre for mages. Maybe this would be overpowered, but a rather expensive food that adds haste would also be really cool, especially if it counted as JA/magic haste rather than gear haste. I'd also LOVE food that improved the rate of learning blue magic - similar to the AF gloves.
2)Let pet jobs shine:After the BST Treasure Hunter nerf I felt very discouraged, because it seemed like the attitude of the developers was negative towards this and other pet jobs. Plenty of jobs share traits, but BST was singled out for the one thing that had really improved it, even though we had to pay a lot of gil for our treasure hunter.
I understand that the developers are worried that if pet jobs are allowed to get too powerful they will overwhelm content, but as it is, we don't excel at anything (SMN at least has enough procs to be invited to voidwatch) - and we are not desirable in parties for the most part. Please consider boosting the power of pet jobs, especially BEASTMASTER because right now it is not balanced.
Suggestions for improving BST (may also help other jobs):
a) Add dual wield 1 at level 99: This suggestion may seem silly because dual wield 1 doesn't give much advantage in terms of how fast one can swing. However, BST loses LOTS of power if it doesn't have dual wield on. I feel like I can never have a subjob besides NIN and DNC because without dual wield I lose too much of my pet's power (dual wield magian axes are really the only reasonable choice for a bst). If I had dual wield naturally I could choose a sub job that may be better for the situation. Most of the time it will still make sense to have NIN or DNC subjob for faster swinging, but it might be nice to have options that don't reduce the defense of my pet.
b) More haste for our pets: I am sure you are familiar with the way that players in this game increase their damage. One of the biggest ways they do that is through increasing the number of times they hit in a given amount of time. As I am sure you have noted, this is usually the single biggest way that players increase their damage.
Pet jobs have their damage output spread between them and their pets. This means that players with pets fall VERY FAR behind in damage in high haste environments. Given that MOST PARTY situations are high haste environments, this makes pet jobs UNDESIRABLE in parties.
Please consider:
i) More gear options that add haste to pets: Right now there is very little selection of gear that adds haste to pets, especially gear that also enhances the master. Please consider adding more Pet: Haste on gear that also adds Master haste. (Moepapa stone is quite nice, for example)
ii) Finding some way to help pet jobs keep up in high magic/JA haste environments: I realize it may be considered overpowered to let pets get the effect of haste samba, marches, haste spell etc, but something needs to be done to ensure that BST can keep up as a DD in party situations.
Perhaps get rid of TAME which is useless and give us a Job Ability that adds a significant amount of haste to our pet. Even if it can only be on half the time, it would be way better than what we have now.
Maybe even a blu spell that could target pets with haste would be neat. I don't know, but I would really like to see BST be more desirable as a damage dealer, and this will never happen if half of our damage can never get magic/JA haste.
3) More Pet: XXX gear: There is simply not a lot of gear that enhances pets. I'd like to see more REAL options in every slot. It would be great if it was NOT all either useless, rare/ex super low drop rate from alliance only monsters or so hard to get that it costs millions of gil.
4) Please consider casual players more when you make content: As someone who cannot play endless hours I often feel that I cannot participate in group content because I haven't participated in group content and gotten better gear. It is a catch 22. I don't want to be a drag on my alliance or laughed at for having sucky gear but I need to be in the groups to get the gear. I can't win.
Please consider having more "good" but not "the best" gear for more casual players, that can be bought on the auction house.
I understand the need to cater to people with all sorts of playstyles, which is why I am supportive of the idea of having low drop rate/difficult to get gear for people with the time to get it. But there should be good gear available for those that say, don't usually have time for longer play sessions, but can perhaps farm the gil up to buy gear on the AH.
http://photobucket.com/gallery/http://s19.photobucket.com/user/soulchld4/media/Olorinus-Signature.jpg.html
Not that I am not in support of this the idea, I just wanted to point out a small flaw, Nyzul tokens would become insanely easy to obtain, not that mythics do not deserve to be ever slightly easier to obtain especially considering they were meant to be the poor mans relic (yeah you really failed on that one SE)
Just some points that may have already been made but due to my lack of being able to pay attention longer than 20 mins reading the forums I have decided to post what I have came up with after reading 6 pages and go back to playing the game.
1. Inventory Space.... Whether it's consolidating Inventory/Sack/Satchel into one location or adding slots or changing how things stack. The lack of places to stick gear for my 20 99s makes most of them unplayable due to the time sink of swapping out gear. Something like a 300 yalm 1500 ponze fish I expect to take one slot. A log should not in comparision.
2. Atma Sets... Yes I did see this one already but wanted to emphasize how useful this would be for players who play multiple jobs.
3. Weaponskill Merit Caps... Shouldn't be one... Get rid of it.
4. Retainers... One of the only things I liked about XIV was the retainers. As someone who loves to craft it would bring me loads of sunshine and rainbows if I could "set up shop" and sell my junk. I understand the type of load that this would create on the servers but honestly those servers have been under-loaded for some time. Maybe make it difficult to obtain one? Not sure how to proceed with this one.
5. Graphics... DO something about how the game is presented.... FPS locked at 30 is annoying. The game relies more on the CPU then the GPU. This is 2012. What is the point of updating the UI and not going the extra mile as far as graphics.
Thank you for your time and consideration,
Treymok
|
© SQUARE ENIX FINAL FANTASY, SQUARE ENIX, and the SQUARE ENIX logo are registered trademarks of Square Enix Holdings Co., Ltd. Vana'diel , Tetra Master, PLAYONLINE, the PLAYONLINE logo, Rise of the Zilart, Chains of Promathia, Treasures of Aht Urhgan, and Wings of the Goddess are registered trademarks of Square Enix Co., Ltd. The rating icon is a registered trademark of the Entertainment Software Association. All other trademarks are the property of their respective owners. Online play requires internet connection. |