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  1. #1
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Quote Originally Posted by Zumi View Post
    Linkshell UI revamp. Lets face it the current UI in FFXI is really outdated compared to current MMO standards.

    I would improve the linkshell UI.
    -Ability to see offline members or every member that has been giving a LS pearl.
    -See info such as job levels, crafts by clicking on someones name.
    -The ability to invite someone through the LS menu
    -LS ranks that can be customized.
    -Ability to remove people while they are offline.
    -A LS bank where LS gil and items may be deposited. Different levels of access can be given based on LS ranks.
    -In game LS calender where members can schedule events and people may sign up for them.
    Something else that I would like to see added, is an inheritance or change of leader system. I have seen many linkshells go under because a leader quits, gets banned, or just has something in real happen that prevents them from ever logging onto that character again. I think in such a case a Shellholder should be able to allow a sack holder to take the shell in their stead, allowing the shell to continue on, while the old leader can take their leave. In the case of inheritance, a leader can mark a player in the linkshell as a 2nd in command. They would not be a sack, or shell-holder, however they would be the same as a sackholder except for 1 exception. If a linkshell leader is not present in the linkshell for 30 days in a row, the linkshell itself is passed to the inheritor. If no inheritor is marked, it goes to a sackholder who has been a sackholder for the longest period of time. This way no shell must ever disband, or reform, simply because the loss of their leader.
    (9)

  2. #2
    Player Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    900
    Quote Originally Posted by Demon6324236 View Post
    Something else that I would like to see added, is an inheritance or change of leader system. I have seen many linkshells go under because a leader quits, gets banned, or just has something in real happen that prevents them from ever logging onto that character again. I think in such a case a Shellholder should be able to allow a sack holder to take the shell in their stead, allowing the shell to continue on, while the old leader can take their leave. In the case of inheritance, a leader can mark a player in the linkshell as a 2nd in command. They would not be a sack, or shell-holder, however they would be the same as a sackholder except for 1 exception. If a linkshell leader is not present in the linkshell for 30 days in a row, the linkshell itself is passed to the inheritor. If no inheritor is marked, it goes to a sackholder who has been a sackholder for the longest period of time. This way no shell must ever disband, or reform, simply because the loss of their leader.
    WoW had this same feature added in cataclysm. If a guild leader didn't log on for 90 days then the 2nd ranked people could take over leadership. I think a lot of MMO getting a similar system.

    But in general it would be nice to transfer leadership to someone else.
    (1)

  3. #3
    Player Karbuncle's Avatar
    Join Date
    Mar 2011
    Posts
    4,314
    Something Else i remember...

    1) Is it possible to remove the 95% Hit Rate cap, Perhaps simply on Enemies 10~20+ Levels below you? Its a fantasy world, I'll have none of this "We all make mistakes" crap!

    *If this could Apply to Synthesis Recipes, Maybe Synthesis Recipes 30+ Levels Below you? Thanks!

    EDIT:
    2) Please give BLM and SMN Access to Exclusive Staff Weaponskills. I will hold any and all negative thoughts about the design idiocy behind the thought process that went into that decision and simply ask humbly for you to change it.

    3)Elemental Siphon Have Elemental Siphon Transfer a Spirits TP To the Summoner as Well. - Spirits get no use from their TP and I would like to have it if you dont mind <3
    (24)
    Last edited by Karbuncle; 08-23-2012 at 05:20 PM.

  4. #4
    Player Mirage's Avatar
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    Mar 2011
    Posts
    2,980
    Quote Originally Posted by Karbuncle View Post
    Something Else i remember...

    1) Is it possible to remove the 95% Hit Rate cap, Perhaps simply on Enemies 10~20+ Levels below you? Its a fantasy world, I'll have none of this "We all make mistakes" crap!
    Agreed. I'd suggest something like 0.5 or 1 acc past the 95% cap for each level you are above the enemy. Same with evasion, although there should perhaps be a cap there, just much higher than the current 80%.

    Using the 0.5 acc past cap suggestion, you'd need to be 20 levels higher than the mob to cap those last 5 percents for hit rate, and 80 levels above the mob to cap the last 20% for evasion. For evasion, you still won't evade more than 90% against a level 59 mob. You'd have to go all the way down to a level 19 mob to get 100% evasion. And again, this would have absolutely 0 impact on hit/evasion rate of mobs that are at your own level or higher.

    This should probably apply to magic accuracy and magic evasion (resist) as well.

    Alternatively, you could let us reach 100% evasion against mobs as high as level 60-70, but exclude NMs from this, so that we can't /sit down in front of Simurgh and leave our PCs to get some food.
    (5)
    Last edited by Mirage; 08-23-2012 at 09:04 PM.

  5. #5
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    I would like to see the base duration of all enhancing abilities (this means all applicable white, black and blue magic, Blood Pacts, Sambas and Jigs, songs and rolls) raised to a minimum of 3 minutes.
    (8)

  6. #6
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    I don't know. It works for me. Maybe post an issue in the technical support section?
    (5)

  7. #7
    Player jpriver's Avatar
    Join Date
    Mar 2011
    Posts
    2
    Character
    Jpriver
    World
    Siren
    Main Class
    RNG Lv 99
    I would like a better use for the BLM/SMN use of the Claustrum. Across all server there are only 18 made I believe. There is a reason for this. No mage was ever made for a front line job. The relic staff seems lacking compared to the magian staves available today. With all the adjustments which have been made across most jobs in recent years, other than mana wall and enmity douse, blm has not seen much of an enhancement but rare spells which cost the mages millions to purchase. If the relic staff had better properties or was used in for key areas in the future expansion, then perhaps then the staff would be more desirable.
    (6)

  8. #8
    Player Sargent's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    281
    Character
    Sargent
    World
    Leviathan
    Main Class
    SMN Lv 99
    Adding to what I mentioned:

    Summoner
    Quote Originally Posted by Sargent View Post
    For Summoner in particular:
    - Add a JA outside the new 2-hour to allow for a lower Blood Pact delay, or...
    - Increase the cap on Blood Pact delay- from gear

    - Add some sort of food that's more useful than MP+ food. Something for the avatar would be nice.
    I'm sticking to my original statement that this is the main problem regarding Summoner. Increasing the rate of Blood Pacts outside of the 2 hour somehow would increase the usefulness for the job. The only other jobs I can think of that are restricted by a universal timer are COR and DNC, and that only applies to Phantom Roll/Waltzes. Both of these jobs can still deal damage effectively without the Job Abilities affected, whereas Summoner is held back by this timer.

    - Add new damaging Blood Pacts for Lv.99. We're using exactly the damage pacts as we were at Lv.75. Nothing too powerful, there's nothing wrong with Blood Pact damage at the moment if you gear correctly for it. A piercing Blood Pact would be ideal.
    - While the equipment added for Summoner has greatly improved since the Lv.75 cap, add more useful rings. We only have 3 rings that do anything for the job, barring idle rings (Evoker's, Fervor, Diverter's).
    - Allow physical attack enhancing gear to apply to normal hits.
    - A slight decrease in charging time for Blood Pacts would be nice.
    - Increase potency of Earthen Ward so at Lv.99 it is the same as normal Stoneskin.
    - Add a message in the chat log for when buffs and debuffs applied by the avatar wear off.
    - Increase the damage dealt by Astral Flow Blood Pacts (barring Zantetsuken). The idea behind the new 2 hours is to provide an alternative to the existing 2 hours depending on the situation- Alexander and Odin are the only 2 instances Astral Flow is useful (and Odin is situationally useful). Provide a reason to use the traditional Astral Flow pacts.

    Black Mage
    Only thing I can think of is;
    - Meteor. The damage is appalling, even when casting it with multiple Black Mages. The spell's only use is against high resist mobs which you can gear for, and Elemental Seal would mostly take care of anyway. Simply increase the damage, Meteor was always one of the most powerful spells in Final Fantasy and in XI was stapled as the most powerful Black Magic spell. It's a shame this doesn't apply to players.

    Dagger users
    Not limitting this to THF or DNC, it's an issue with both. Karbuncle once suggested a slight increase to Dagger damage, I think this should be applied. The only reason people bring a THF nowerdays is for Treasure Hunter. DNC is effectively dead in Endgame.

    Adjustments to the Game itself
    - Add an option to remove gear blinking in the config. I know Blinkmenot is an option, but it involves Windower and people seem to have an issue with Windower.
    - Make Alexandrites easier to obtain. You've heard this all before...
    - Balance out Break(ga) from players and mobs. Why it lasts forever when mobs cast it and 30 seconds for players is beyond me.
    - I saw someone suggest adding Barlight(ra) and Bardark(ra). This is a good idea.
    - Increase the number of jobs that can use certain elemental weapon skills, in particular the proc weapon skills for Abyssea/Voidwatch.
    - Eliminate the cooldown on certain items (normal Potions/Ethers/Reraise Hairpins/EXP rings) in line with items like Abyssea/Voidwatch Temps. Their usefulness is effectively cancelled out by not being able to cast or use JAs for 5~10 seconds.
    - I saw someone suggest a Gilgamesh mob. Please for the love of god implement this.
    - Along the same 'fanboy' lines, add event gear that looks like the costumes from old Final Fantasy games (for example, Cloud/Squall/Tidus's costume for men, Rydia/Yuna/Lightning's costume for women, and so on). The 25th Anniversary is the perfect time to do this.
    (24)
    Last edited by Sargent; 08-27-2012 at 11:52 AM.
    SMN99/SAM99/DNC99/PLD99/THF99
    Summoning magic skill: 545
    Hvergelmir 90

  9. #9
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    I would like for the development staff to acknowledge the enjoyment players have gained form the Abyssea scenarios; from our perspective, it was a huge success and a model that should be repeated.

    From there, the staff should take what we enjoyed most about the scenarios, and apply them to the upcoming expansion and any future scenarios.
    (13)

  10. #10
    Player
    Join Date
    Mar 2011
    Posts
    55
    Making Void Dust stackable would be amazing. Having to buy 6 off the ah every voidwatch is time consuming, and it can be a hassle for people that have multiple characters.
    (12)

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