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  1. #31
    Player Economizer's Avatar
    Join Date
    Jun 2011
    Posts
    1,397
    Character
    Thelaughingman
    World
    Valefor
    Main Class
    WHM Lv 99
    I've got a laundry list. I'm not sure if these should be posted separately so people can add likes to each idea or not, so I'll just list it all of them with explanations. These are roughly listed from most important to least.
    • Third Party Add-ons
      Allow sanctioned third party add-ons to enhance the UI and Macroing Systems in a manner that you can regulate and set rules on.
      Key Community Websites that SE itself works with like FFXIAH have to resort to using illegal third party add-ons to get their information, so it isn't like there isn't a major case for letting players have a legitimate way to enhance the UI we're given.
    • Deeper explanations of reasoning behind certain dev decisions, especially historical ones.
      We like math. We like stories. You've got both. I don't think there is an easier way to make us happy.
    • Answer selected questions about game mechanics on a weekly or monthly basis.
      It would be nice to know how Barsilence works after all these years because testing it is roughly impossible without even a hint. Feel free to keep Treasure Hunter all mysterious if it means we can learn some other stuff we haven't been able to figure out after ten years.
    • More UI information about specific stats
      I remember that this may be in the works to some extent, but it is worth repeating.
      Accuracy, Evasion, Ranged Accuracy, Ranged Attack, Magic Accuracy, Magic Attack Bonus, and Magic Affinity to start.
      Look, we already know how Haste works and we know it isn't a 1:1 value with what is displayed, so being able to know if we have met the exact 25% gear Haste cap without wearing 26% Haste would be nice.
      So exact Haste values would be a nice start. Also, Barstatus resist (like Barsilence), "Killer" effect values.
    • Food Adjustments
      Primarily the problem with high level foods are that they haven't been scaling as well for certain roles as others - mage foods in particular suck.
      (See thread for more info.)
    • Potion Adjustments
      Remove medicated off of potion drops such as the item "Potion Drop". Consider making different potions stackable and adjusting potion drops to compensate (such as potion drops having a 99 stack size vs. a 12 stack size for normal potions).
    • Options that make using a Shield a viable trade-off vs. Dual Wield for Non-Paladins.
      Part of this would be more, and stronger shields for us non-Paladins. Shields don't feel like they have scaled very well with levels like other gear has, even the new 76+ shields don't feel any more powerful then the best non-Paladin shields below that level.
      One suggestion to start, a universal magic affinity shield that is similar to the Chatoyant Staff, but higher level.
    • Universal Day/Weather Bonus Obi
      Pretty self explanatory, but basically, I'd like to be able to use Synergy to merge a full set of Day/Weather Obi into one piece of gear.
    • Continue the Job Specific Storylines
      Or at least the ones started in the Artifact Armor Quests that just abruptly cut short.
    • Artifact Armor +2
    • Give White Mage and Red Mage Hastega
      Level 80, let it be casted cross-party, then let Scholar Accession Haste. This won't affect balance, it will just make life easier for mages so they can focus on having fun instead of running cycles. At very least, give it a try on the Test Server.
    • Chemist Job
      Potion-usage based class.
    • Medicine Bags
      Allow us to store stacks of stackable medicines in bags, starting with Echo Drops.
    • Give White Mage Banish IV
      And maybe do it at 76, and have a Banish V as well!
    • Give Blue Mage Throwing Skill
    • Throwing Weapon Skill
      Preferably two different sets of weapon skills, one for returning weapons, and one for expendable ones, this way you can balance the base damage that expendable weapons do, or even only have throwing weapon skills available if the user has a returning weapon.
    • H.Q. Frog Jugpet for Beastmaster
      Make it blue colored. Name it something like Trouncing Trevor.
    • Allow Melee Mage setups to be more powerful
    • Skill ups in Campaign Battle
    • Give Red Mage Sanguine Blade natively
    • Give Red Mage the Fencer Job Trait
    • Bastokan Railway System

    I'm sure there are more things I missed, but here you go.
    (101)
    Last edited by Economizer; 08-16-2012 at 06:16 AM.

  2. #32
    Player Xianra's Avatar
    Join Date
    May 2011
    Posts
    10
    Hello Mr. Matsui! While there are a lot of things that I would like to see, I will list the things I would like to see the most:

    Puppetmaster:
    * Please increase the distance for the job ability "Deploy" so that the automaton can be engaged from maximum distance for spells and ranged attacks. It is dangerous and cumbersome to continuously adjust the distance so that the automaton is not hit by enemy attacks.
    *As the Soulsoother head is meant for master/party support, the addition of Protectra and Shellra would be a good fit. A job ability to "lock on" to a party member as a priority for cures and buffs would remove some of the unreliability of automaton AI and increase the confidence of players who would like to invite a PUP for healing purposes.
    * Please increase the rate of ranged attacks by the Sharpshot frame when it is out of melee range! This would provide an option for the puppet to deal reasonable damage at a distance like a real ranger.
    * Sharpshot's ranged attacks are unable to critical hit. This needs to be changed because it limits the potential of the frame's damage by a considerable amount.
    * I always love more attachments!!!!

    Red Mage:
    * RDM needs more unique spells and job abilities. In particular, more party support spells to increase a party's defensive and offensive capabilities are desperately needed. Currently, RDM's enfeebles Paralyze and Slow 2 are only effective in reducing the rate of damage taken from regular attacks. Many players are able to survive regular attacks from monsters, but the amount of damage that they take from special abilities is a more pressing concern. An enfeeble that affects a monster's ability to deal massive damage or a buff that protects a party from devastating attacks would be a great addition to RDM.
    * Please increase the potency of self-only enhancement spells. If they are only affecting the user, they need to be potent enough to make a noticeable difference in performance. RDM has the Gain line of self-enhancing spells but they are the same potency as Boost spells for WHM, making the spells useless if a WHM is in the party.

    Blue Mage:
    * BLU spells are too weak on difficult enemies due to the damage formula. In addition, BLU enfeebles have the potential to elevate the role of BLU during difficult fights but the effects never land....please fix this.

    Black Mage:

    * Please offer more places to obtain the spell "Meteor". It is difficult to find enough players with the spell to use it for its intended purpose (multicasting).

    Crafting:
    * As post 100 crafting materials are found on VW and Legion monsters, they are hard to obtain. As players move on to other events the materials will become even more scarce. Please give us some "skill-up" recipes that use materials more readily found in the world so that we can increase our skills.

    Game Mechanics:
    * The enmity cap system simply doesn't work with today's game mechanics. It seriously needs to be reworked.
    * More storage would be incredibly helpful! On a similar note, it is difficult to carry all of the gear that we need in even with a fully expanded mog sack. I know this is difficult to do, but can more options be considered for inventory relief?
    * We need more macro lines!!! We just can't play to our full potential without it.

    Endgame:
    * Please give us content that can be accomplished with 6 people as well as content that requires a lot of players. For content that requires a lot of players, please make it so that the event is easy to access and offers rewards and/or progression to make the event enticing to all players who join the alliance.
    * Please avoid content that requires specific job configurations and add content that allows flexibility for a variety of jobs to be used. All jobs should have some sort of ability that makes them viable for endgame play.
    * Please add more sources of Alexandrite and Heavy Metal plates!

    Thanks for taking the time to review our suggestions!
    (31)
    Last edited by Xianra; 08-17-2012 at 08:46 AM.

  3. #33
    Player Rekin's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    128
    Remove merit caps. There is a whole topic about why you should do it and why it doesn't hurt the game's balance.

    For many of the new 2hrs players want an ability that willl actually turn the tide's of battle on the scale of Perfect Defense and Embrava.

    For a job specific change, I feel that DRG could benefit from a 2hr that boosted both the dragoon and wyvern's defenses against all damage types and ailments. What good is restoring your wyvern when doom or instant death will just kill it a moment later?

    Lowering DRG's call wyvern recast timer to 10 minutes would be a boon as it stands DRGs are put a severe disadvantage when dying compared to any other melee class as now their two main damaging JAs that are also used for TP gain is left useless with their wyvern gone and now they've also lost access to 5%-10%(depending on content) of their damage and healing breath their main source of sustainability. Not even BST a job shown to be universally hated is hit by such a penalty for dying.

    If lowering DRG's Call Wyvern recast possess some issue with the developers I propose DRG get a JA that allows them to be significantly buffed to make up for the loss of their companion. Something in the lines of offense, perhaps 20% attack bonus along with minor haste?

    Also consider reworking Jump and High Jump as of now the only times I'd use either is when my wyvern is dead or I've 2hred. Both situations in which the effects of the jumps are still less useful then simply using spirit/soul jump with my wyvern around.

    Reconsider DRG's current 2hr; as it stands it has no use for a dragoon in almost any situation. Namely because if the situation is dire enough in which a player would sacrifice their wyvern, which is their main source of healing solo, one of two things will happen. 1. the wyvern is dead and thus the 2hr is unusable. 2. the dragoon will simply use Restoring breath JA or cast a quick spell like dia in order to restore their health.

    Health restoration aside, the haste/str/damage bonus and additional effects to first 3 jumps are not enough to change a bad situation. 1. loss of wyvern means that in a low man group where the drg maybe /mage they cannot heal their teammates. 2. what ever caused the drg to use their 2hr will quickly burn through any amount of HP restored. 3. the jump effects aren't nearly useful enough to use them as now most jobs have some means of self-preservation making the enmity removal by high/super jump insignificant. The haste bonus means nothing to a drg in a zerg situation as the drg will prefer having their wyvern present for the boost to spirit/soul jump and the str/damage bonus is so insignificant that the benefits mean nothing.

    TLDR: DRG's current 2hr and new 2hr is useless and a new 2hr that gives both the wyvern and master a bonus without sacrificing the wyvern would be a boon.
    (16)
    Last edited by Rekin; 08-16-2012 at 06:24 AM.
    It doesn't take much to know when someone is special. After 5 minutes if the person is alive and well you have a keeper, if they are dead and obnoxious then toss em like two day old leftovers.

  4. #34
    Player Lushipur's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    358
    Character
    Lushipur
    World
    Sylph
    Main Class
    BRD Lv 99
    what i really want, and hope for the new expansion, is lots of new story. ffxi, for me, is first an beatiful experience lived throu the quest and mission i do with my friends.

    since wotg we did not see new sidequest storyline (like the serpent general or the npc fellow)
    wotg was nice with the national quest and the main storyline.
    we need more of this.

    and when i say story i mean true story with cut and long text (i was really pissed off by some vw quest. just a line of text and its all there really?)

    i know most of the player dont care about mission if the reward is not enough. so make it cool. hard quest with nice fight to get some cool piece of equip. maybe some augmented equip so one can personalize.

    please consider some new job specific storyline to get acces to new equip/emoticon/af/ja/spell
    same for the npc fellow. last 3 quest was really poor of design. at least put some nice cut in it.

    and an epic final for toau/wotg would be amazing (like the rotz/cop final mission). we all want to know something more about odin.

    edit: please all cut should show your pt member like in the wotg final cut.
    (25)
    Last edited by Lushipur; 08-16-2012 at 06:24 AM.

    Only the phoenix arises and does not descend. And everything changes. And nothing is truly lost.

  5. #35
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    1) Please start a level 99 character and go out and try and make friends and get it geared as if you were an average player. You will learn a lot.

    2) Please revamp the macro system. Preferably through the addition of full gear sets that can be called from macros.

    3) Please make all future events progressive and lower the amount of luck required. Do this for current events as well. Luck sucks. People doing an event should see progress. Abyssea seals etc. is a good example.

    4) Please read the link that Spankwustler posted about merits, and make the requested changes.

    5) Please revamp any content that is currently being done primarily through perfect defense / embrava / stun lock. There should be more to these events, both in terms of how they can be won and what jobs can win them.

    6) Please fix enmity. There are several jobs who have been geared and given abilities based solely around this mechanic and it doesn't currently work. Thief and Paladin suffer especially from this.

    7) Please read through job specific forums and try to at least read the first 10 posts on each thread. I know that you can't read all this stuff, but you should get a pretty good idea what is liked / hated by the likes on the first page of each thread.
    (48)

  6. #36
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    Here is a short list from me :

    1. Look into Rdm, it has been lacking in updates after level raise as well as before level cap raise, all too much it seems the dev team thinks rdm is some overpowered god and has thus refused most sugestions of upgrades.
    We would like Rdm to be party friendly as well, by this i mean have a place in modern party as enfeebler or enhancer, far too long the old view that Aoe spells cant be given to rdm is holding it back from being even considered as support job.

    i ask that u look in the rdm thread it is full of lists of problems and sugestions.

    Taking a quick specific list of things that need fix, Enspell 2's work only on main wepon first hit and require enhancing gear worn when fighting to get full effect, make it work more like enspell 1.
    Many rdm enhancing spell's that whm have aoe of are left single cast and only on self like bar and gain spells, these would have been ideal as suport spells in party situation if rdm had aoe version, also Haste-ga / stoneskinra /blinkra Phalanxhra and enspell in aoe form (even if its only tier 1 as aoe ) would be nice as a party buff
    We also want some new enfeebling spells that could give rdm a place in party setting.



    2. Can the dev team look at mayby raising the max amount hit's in one round, curently it is limited to 8 i belive witch means 2 handers get room for their Double attack /Triple attack to fully proc on WS rounds with 3-4 hits all proccing DA or 1 TA, where as 1 hand jobs that could need the extra boost in dmg using 5 hit ws or porocing triple attack on multiple hits will only get the dmg up to 8 hits and anything extra is lost due to cap.

    In a theoretical scenario however unlikly where a requiscat ws was done and procced Triple attack on all 5 hits, the player would only get the dmg from first 8 then the remaining 7 hit's of dmg would be lost.

    rng i belive also hit this wall now with barrage as i belive it is now posible with gear to fire 10 arrows barrage but they get only dmg of 8.

    I understand this is probably a deep technical problem to change but it would be nice if the limit got raised to 16 or 24 per attack round , if the dev team intends to introduce more Quadrouple attack + gear etc.



    3. Can you guys look into giving Bst jug pet's more off their Wepon skills that those monsters naturally have, often the dev team say no to the community when asking for missing Wepon skills on pet's and state it is that way for balance.

    But there allready exist a system for jug pet's to balance wepon skill use giving the beastmaster a max of points to use, why not expand on this system and raisingthe limit to 5 points and making the ones deemed too powerfull be 5 points to use etc.

    Also a siderequest for beastmaster, can we get a chocobo Pet ? , it would have been awsome as chocobo is part of the Bst start quest.
    Make it a red one looking like the alternate timeline ones from FF13-2 have the crazy chocobo song when called ( the song from FF13-2 )
    Even more cool if it would have a armoured beak.



    4. Look into the new 2 hours thread, as some have commented some of the new 2 hours should be reworked, a bst 2 hour that kills pet for buff to master is kinda reverse of anything any bst wants, if u want to give the master a buff leave the pet alive.
    Some of the 2 hours are great but need some boost to effect to make more like a worthy 2 hour, like rdm only lasting 30 seconds and not nearly giving enough boost to the spells + spells cast under this effect should be undispellable or harder to dispell.



    5. Enemitty / tanking need some love as it is more or less non existant, at this point it is too late to change people from the Zerg mentality witch cap hate rapidly, a lot of sugestions have been given to solve it like :
    raise enemity levels cap.
    Give Pld a confontation ability forcing enemy on tank for a short duration.
    Give pld a Aoe effect that lowers Enemity of all in 10" from pld for short time.
    Give pld a New cover that grant fan shaped aoe protection to those behind paladin for short duration that either take all or 50% of the dmg they would normaly taken from Aoe moves.
    Lower Weponskill/ wepon based enemity builup and Rework Most Job ability's to give less enemity then they curently do to slow enemitty build to cap on melee.



    6. Look into upgrading Engine for windows if possible / make a client for ps 3 so we can kill ps 2 allready as it will be holding the game back from renewing itself.


    Maybe even make a streamed client to the ps3 as midle ground until a proper one can be released, from what i understand sony is limiting the posibility asking all releases to be hd on ps 3 but cant we ask it to be released on ps 3 now its allready about 6-7 years old and i often allready download ps1 games far less graphicly then ffxi would be in 1080P, if they say now we can start a campaign for it to convince sony to allow it.
    Im not ps2 player myself as im in EU but i do know a lot still linger on it due to lack of ps3 client and refusing to move to x360/pc.

    FF 11 deserves some love as it is 10 years old and still has a large crowd, if cared for it may last another 10, but it will require some overhaul of the game eventually, Se has allready raised some of our hopes with recent small upgrades to pc and we like thank them for this.
    (7)

  7. #37
    Player Mirage's Avatar
    Join Date
    Mar 2011
    Posts
    2,980
    As if my previous post wasn't long enough, here's more!

    I'd like a lot more merits as well. Perhaps something like increasing the combo limit for combat skills to 50, and make the max merits per offensive combat skill 10 instead of 8, and defensive skills 6 instead of 4.

    Other merit categories should of course be increased too. I wouldn't mind if hp/mp/basestats were doubled from what they are today. Combat/magic skills should perhaps not get more than 2 merits more per skill, but the number of skills we should be able to max should definitely be increased. With the multi-job environment that we are playing in today, it would be very nice to be able to cap at least 2-4 more weapons and 1-2 more magic skills.
    (16)

  8. #38
    Player Twille's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Twille
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    I had an idea regarding abilities & spells that could be used by a player based only on their level, NOT their current job. Something like a "character ability" or something.
    Then I thought about how I wish the transportation oriented spells were more accessible.

    I'd like you to consider the possibility of adding a sort of 'final' quest for each of the teleport type spells that would give a character access to that spell regardless of their job. (i intend such spells/abilities to teleport the caster ONLY) This would free our inventories of the numerous warp/teleport type items.
    I know travel has improved greatly over the last few years in FFXI, but I'd absolutely LOVE to see people able to move around with a little more ease.
    (2)

  9. #39
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Two other important things popped into my head:

    -Inventory woes. I jokingly apologize when joining groups on Warrior for taking so long to gear up because I need to bring a weapons shop with me.

    Simple fix: Allow us to "save" our preferences for which equipment (weapons and armor only) we would like to include when we are on a particular job. Not a complicated pick and choose system or anything, just an option when changing jobs to "remember equipment settings" and allow our moogle to automatically move those items into our gobbiebag and move non-preferred items out.

    Preferred revamp: Subgrouping, or weapons sack. Instead of just "items", break it out into "items" and "equipment" and double the limit.

    -Storage slip revamp: Make all slips key items, and let us just trade everything to porter moogles in one transaction. Combine Empyrean, +1 and +2 armor storage. Add porter moogle services to our moogle in the moghouse. Add a "store all" option to easily offload any storable items and free up space.

    -Empyrean storage npc: Similar to beast man seals, please, please allow us to offload seals and +2 items to an npc.

    Thanks again for reaching out to us
    (32)

  10. #40
    Player Edd's Avatar
    Join Date
    Aug 2011
    Location
    Chciago
    Posts
    5
    Character
    Eddx
    World
    Odin
    Main Class
    WHM Lv 99

    Increased Inventory Space

    Please provide more inventory space so we can use all of the great situational gear in the game.

    One specific example is that I would like to carry around a magic attack bonus set and a melee set on my White Mage. These sets are unfortunately relegated to storage as I am unable to carry all of the necessary gear at once.

    I will provide more examples later.
    (93)
    Last edited by Edd; 08-16-2012 at 06:48 AM.

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