Page 5 of 57 FirstFirst ... 3 4 5 6 7 15 55 ... LastLast
Results 41 to 50 of 586

Dev. Posts

Hybrid View

  1. #1
    Player Vivivivi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    554
    Character
    Bananavivi
    World
    Asura
    Main Class
    BLM Lv 99
    Hello, and thanks for your outreach to the fanbase, it really means a lot to us to hear directly from you

    Top changes I would love to see:
    -Clearer, cleaner user interface with HD displays in mind. While I know the team is hard at work making the new UI, I think it is important to keep in mind that on a hi-res display, text is very small and difficult to read.

    -Anything that can be done to improve the "feel" of the speed of the game. Such things as characters "blinking" when changing gear, superfluous menus, and the unusually resource demanding things such as verdical confluxes are all examples of things that make the game "feel" sluggish.

    -Voidwatch rewards system (I know, I know, I know). While the cells for sought after drops are a nice start, I have personally fought Kaggen 100 times and still do not have the body armor. A points system, or even a system similar to abyssea seals that at the very least might give players a sense of progression would be far more rewarding than just hopeless spamming of certain void watch monsters to obtain sought after equipment.

    -A general emphasis on making things less complicated when addressing revamps to old content. I was delighted to hear about the abolishment of the cells from Salvage! These types of systems introduce unnecessary levels of complication that take away from the fun of these types of events.

    -A throwing weapon skill! Kind of a random request, but it sure would be fun for Ninjas and Thieves who have taken the time to skillup this combat skill, and add a little bit more depth to their use of ranged attacks. I could see an emphasis on enfeeble effects, or even a sort of area of effect of the target type maneuver.

    - And finally, a general emphasis on "fun" as opposed to "work" when making adjustments or developing new content. Please keep this in mind! I am not requesting for things to be easy, because that's not fun! However, in my opinion, as noted above with regards to Voidwatch, a feeling of progression towards a goal is not only fun, but rewarding. This is why I very much like the process in which Empyrean armor is obtained. You may not get the item you desire in a single run, but seals have a relatively high drop rate, and +2 items can generally be obtained without a yellow proc even in small quantities. These types of systems keep players like myself motivated to continue to play, because you can measure your progress towards a particular goal by counting seals, +2 items, dynamis currency, ichor, etc, while on the contrary, fighting certain void watch monsters dozens, or hundreds of times, or in the case of Provenence Watcher which is even worse, spending 1-2 hours to do all four fights, and walk away with little more than a log, is not only frustrating, but it becomes not fun, and less appealing to partake in.

    Again, thanks so much for your outreach, and please keep us updated
    (36)

  2. #2
    Player Eurell's Avatar
    Join Date
    Mar 2011
    Posts
    73
    Character
    Eurell
    World
    Bismarck
    Main Class
    PLD Lv 99
    Rework the enmity system so that having a tank is actually viable again.
    (151)

  3. #3
    Player detlef's Avatar
    Join Date
    Mar 2011
    Posts
    1,645
    Character
    Philemon
    World
    Valefor
    Main Class
    BRD Lv 99
    A few complaints:

    -I dislike having to zerg so much of the current content. For most fights, you simply want something to die ASAP and zerging is simply the best option. I don't like that everything is related to Perfect Defense, Embrava, and balls to the wall DD. And sometimes Chainspell Stun. I don't like crazy AoE moves that will wipe you without PD. Insta-death moves are also very cheap.

    -Crafting to 110 is ridiculous at the moment.

    -Hexed gear abjurations are annoying to get and the -1's are somehow even more annoying to get.

    What I would like to see:

    -More 6-man content. I am looking forward to the Salvage revamps.

    -Less content that is restricted by timers.

    -Stronger, more potent melee foods. Useful mage food.
    (59)

  4. #4
    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.

  5. #5
    Player
    Join Date
    Jul 2011
    Posts
    597
    He should probably start by reading the last couple year's worth of update notes, since we had all of Abyssea, Voidwatch, and the lvl-cap raises during that time.

    Then afterwards, join a linkshell on a lvl99 character with moderate gear and get a taste for how current FFXI endgame plays, and then figure out things from there as far as SoA content will run.
    (6)

  6. #6
    Player Eyeballed's Avatar
    Join Date
    Apr 2012
    Posts
    312
    Character
    Eyeballed
    World
    Asura
    Main Class
    THF Lv 99
    On the premise that we ought not remove any aspects of the game currently in place, I'd like you to add to it. Simply, I'd like to see value put back into the game's mid-play. This is what I propose:

    - Certain existing weapons/gear of varying level, which can be crafted, be attached to varying parameters such as Weaponskills, Damage, Accuracy, etc. The weapon itself will carry a cumulative factor of relative progression the more these parameters are fulfilled, where ultimately the weapon can be attributed in various ways (cap gear, abilities, etc.). This progression should exclude EXP gain as a parameter for progression, and should be exclusive to defeating Even Match enemies and above.
    (4)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    274
    This probably won't receive many likes since most people are too cheap to play RNG in the first place, but the prices of bullets need to be seriously looked into. Adaman ores/ingots need to be made more readily available (voidwatch?) or the number of the bullets synergized needs to be increased. Currently RNGs have to pay 200-300k per event . . . just to play the job.
    (85)

  8. #8
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Helel View Post
    This probably won't receive many likes since most people are too cheap to play RNG in the first place, but the prices of bullets need to be seriously looked into. Adaman ores/ingots need to be made more readily available (voidwatch?) or the number of the bullets synergized needs to be increased. Currently RNGs have to pay 200-300k per event . . . just to play the job.
    Or the general recipe concept revamped, arrow/bolt heads (base material + base material yeilds 6-12) shaft (relatively cheap) + fletchings (2x wings/feathers yeilds 6-12 relatively cheap) yields 33-99 (or 99-297 for higher tier synergy recipes)

    Bullets Ingot (base material) + fire sand (relatively cheap) yields 33-99 (99-297)

    So in the case of adaman bullets beyond the fact that they are needed for high level smithing there is also a yield inequality or imbalance, generally with bolt/arrow heads they use 1/2 expensive/rare base materials but an intermediate syth stretches them out to 6 more syths as opposed to the 1 syth you get from bullets.

    So to put that into perspective arrows can be produced at a 6:1 ratio by comparison using the recipes alone, now this doesnt even take into consideration that adaman ingots are already more expensive then most arrow/bolt recipe components (well even if you are talking about adaman bolts still 6:1)

    My solution introduce shell casing's (shaft type intermediate and generic go between for all bullet recopies = arrow wood, perhaps add an alternate type cannon shell for use with a neo culverin type weapon and syth able cannon shells!) add an intermediate bullet/slug syth that stretches ingots out for bullet syths, could have a lower overall yield to keep bullets more expensive (nq yields 3 vice 6 or recipe requires 2 ingots but still yields 6)

    Also considering that adaman is in high demand for crafters as well perhaps ontop of this add more sources of adaman.
    (6)

  9. #9
    Player
    Join Date
    May 2011
    Posts
    462
    Quote Originally Posted by Nala View Post
    Or the general recipe concept revamped, arrow/bolt heads (base material + base material yeilds 6-12) shaft (relatively cheap) + fletchings (2x wings/feathers yeilds 6-12 relatively cheap) yields 33-99 (or 99-297 for higher tier synergy recipes)

    Bullets Ingot (base material) + fire sand (relatively cheap) yields 33-99 (99-297)

    So in the case of adaman bullets beyond the fact that they are needed for high level smithing there is also a yield inequality or imbalance, generally with bolt/arrow heads they use 1/2 expensive/rare base materials but an intermediate syth stretches them out to 6 more syths as opposed to the 1 syth you get from bullets.

    So to put that into perspective arrows can be produced at a 6:1 ratio by comparison using the recipes alone, now this doesnt even take into consideration that adaman ingots are already more expensive then most arrow/bolt recipe components (well even if you are talking about adaman bolts still 6:1)

    My solution introduce shell casing's (shaft type intermediate and generic go between for all bullet recopies = arrow wood, perhaps add an alternate type cannon shell for use with a neo culverin type weapon and syth able cannon shells!) add an intermediate bullet/slug syth that stretches ingots out for bullet syths, could have a lower overall yield to keep bullets more expensive (nq yields 3 vice 6 or recipe requires 2 ingots but still yields 6)

    Also considering that adaman is in high demand for crafters as well perhaps ontop of this add more sources of adaman.
    sorry for quoting myself but I wanted to discuss this for a sec, general lack of likes I thought I had sound reasoning and a good suggestion to fix it, any one mind setting me straight or helping the idea along with a like...
    (2)

  10. #10
    Player larrymc's Avatar
    Join Date
    Mar 2011
    Posts
    157
    Character
    Larrymc
    World
    Shiva
    Main Class
    BLU Lv 99
    I would like more 3-6 man content that is challenging, and progressive. Content that does not depend entirely on luck, and rewards skill and innovative job usage, rather than a fix, specialized format (2 SCH + 4 DD)
    (97)

Page 5 of 57 FirstFirst ... 3 4 5 6 7 15 55 ... LastLast