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  1. #1
    Player Kari's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Aisaka
    World
    Fenrir
    Main Class
    DNC Lv 99
    Quote Originally Posted by Slycer View Post
    Stop making events with exceptionally lengthy retry restrictions. Legion was a huge step in the right direction as far as retrying is concerned, as it allows you to retry it repeatedly as long as you have the gil to pay for it.

    Meeble Burrows, contrarily, is going to be an enormous step backwards as far as I'm concerned. New content that is good for 15 minutes (maximum) of playtime every 20 hours is borderline absurd. Of course, this could be nipped in the bud if the time restriction is reconsidered before the event is actually added....

    Other events that fall under this category would be Limbus and Einherjar, both with insane three day repeat restrictions. If the repeat restrictions are for the sake of balance, please find a different way to balance events without putting insanely long retry timers on them. If there are retry timers on the events, they should be commensurate with the length of the event. For example, a one day retry timer on Dynamis, as a two hour event, is reasonable. A 20 hour retry timer for 15 minute Meeble Burrows, or a 72 hour retry timer for a 30 minute Einherjar, is ridiculous.

    I believe content is developed and added to the game with the purpose of the players enjoying said content. It's difficult to enjoy the content that you come up with when you are locked out of it 95% (or more) of the time.
    This is the reason FFXI can be so boring at times. You spend AGES to get people together for an event, but the event takes no time at all.

    I MUCH prefer events where you can keep going.
    Would be nice to see old events like Einherjar doable more often, maybe with less rewards?
    Getting smaller amounts of Ichor would be totally worth it to be able to do a couple runs in one day. >_>
    (11)
    /人 ‿‿ 人\


  2. #2
    Player Ziyyigo-Tipyigo's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    1,305
    Character
    Ziyyigotipyigo
    World
    Sylph
    Main Class
    PUP Lv 1
    First off, I'd like to see more/better communication and community tools available to FFXI players. You seem to be adding many of the features of XIV to XI within the game (particularly the new UI), but the out-of-game features have always been ignored. The Linkshell Community has been in beta since at least the Koizumi government and pales in comparison to the tools available at XIV's Lodestone site. Even these forums are in perpetual beta; the contact page at the Support Center website seems to be the "more official/proper" channel for player feedback.

    Additionally, the introduction of XIV has fractured the playerbase between the two FF MMO's. There needs to be some form of communication possible between the two games. My personal fantasy is to have a "grand unified linkshell" that allows seamless communication between one XI linkshell and one XIV linkshell, but even having a unified Friends List between the two games would be more than what we have now.

    As far as content within the game, more information needs to be more available within the game, particularly where quests and missions are involved. XI need not hold players' hands as much as XIV does, but even existing resources such as NPC-generated map markers are woefully underused. Please make a serious effort to make XI actually playable without using a third-party, player-generated wiki.

    Even having a Lodestone-style listing of synthesis recipes on an official website would go a long way.

    Finally, please take a long, hard look at the continued existence of level caps in Eco-Warrior quests, Expeditionary Force, Garrison, and Beastman Seal battles.
    (15)
    Nothing in the above post is intended to disparage Square Enix or FINAL FANTASY XI, or to criticize Square Enix staff; such behavior would be a violation of the FINAL FANTASY XI User Agreement. Any such violations of the FINAL FANTASY XI User Agreement should be reported to Square Enix immediately, by using the "Report Post" icon in the bottom-left of forum posts.

    No Moogles were harmed in the making in this post. Stars save the Sibyl!

  3. #3
    Player Cowardlybabooon's Avatar
    Join Date
    Mar 2011
    Posts
    184
    Character
    Cowardlybabooon
    World
    Ragnarok
    Main Class
    WAR Lv 99
    I like how so many people are responding to this and also reading/liking it. I feel like this producer post is turning out to be pretty impactful, and it's fun to see things actually work :-)

    My initial suggestion is somewhat general. The revamped dynamis is almost universally accepted as a success. Anyone that wants to farm solo/duo once a day for 2 hours in there can have some actual fun, make progress toward a relic or just get filthy rich, and feel like they used their limited playtime to accomplish a lot. In addition, it has some very difficult content in Arch-Dynamis Lord, as well as the less commonly fought Arch Golem (jeuno), and all of the zones are ultimately fun, engaging, and profitable for large groups as well. Make more content like this. It caters to the people with gobs of time on their hands, and the people who have very little time to play on a daily basis. The difficulty level is not hard, but it is certainly not too easy either.

    Now for another, more specific suggestion. There is a lot of talk on the forums (regularly flamed) about wanting back the old 6 man party and ditching the whole abyssea level up process. I, myself am nostalgic and remember having lots of fun leveling up in 6 man parties, but I do not desire to go back to the painstaking process of putting together a group and having it be so inflexible. I think most can relate to me in that respect. SE has had some great responses to the instanced battlefield type content, and maybe meeble burrows resembles what I'm about to suggest. Make a battlefield which is basically like a merit party, with lots of mobs to kill, mobs that can kill you, but won't if you have a good healer and DDs, then monitor something like xp/minute or total xp gained in a short duration. Have goals based on how much xp was gained, which give rewards or have a progression toward rewards. Just as a simple example of this, if you made 20 Alexandrites the reward for gaining 30,000 xp (or any form of "point" for that matter) in 30 minutes, and 1 Umbral Marrow the reward for a total of 1 Million xp in the dungeon over time, people would have a very fun alternative option for experience parties as well as increasing the supply of alexandrites and umbral marrows within reason. Also have levels of difficulty in increments of 5 levels or something, and level sync the people who are higher so it's not too hard to get a party together. I won't try to put all the details in there for you, because it won't be implemented exactly as I suggested it, but I think the example is similar to dynamis style content, and would be very well recieved.

    A couple of points other than that.

    *The success of any event is directly related to the rewards - e.g. MMM failed because the weapons weren't good enough, not because people don't like fighting a challenging boss 6 times a day in less than an hour for a reasonable drop rate.

    *Zerg events are fun, but we don't need all major NMs to be zerg events. Work to brainstorm some mob AI or conditions that prevent this. We don't want to fight mobs without our buffs on, we want to be able to use all of our abilities and have them be useful, but the solution to stopping zergs should not be instakill TP moves. We need to find a way to get mobs to be hard like Kirin was when he was first introduced, something where people talked about how skilled they were because they killed him with only 9 people, even though it took forever. Absolute Virtue was like this before perfect defense and embrava (and arguably level cap 99).

    *Not that I care a whole lot about RDM, but as a non-RDM, I can say I do agree that I don't invite them to anything, but I would like to. (Give them a 2-hour that lowers the level of the mob like phase displacers in Voidwatch......DO IT!)

    *The new expansion could seriously enhance this game (some say "save" but I think it's fun now). You guys are great at coming up with great ideas that we never thought of, and I mean that, but make sure that all the things people are requesting here are on your list of priorities for the new content. Meaning, put it on your whiteboard "Does this content meet the requirements 1. Fun 2. Accessible 3. Challenging etc. etc."

    I could spend all day writing, but I don't want to waste your time nit picking the details.
    (8)
    Last edited by Cowardlybabooon; 08-16-2012 at 09:14 AM.

  4. #4
    Player Eric's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    374
    Character
    Aerolite
    World
    Siren
    Main Class
    SCH Lv 99
    • FIX THE MACRO SYSTEM BY ADDING MORE THAN 6 LINES PER MACRO. It's terrible. So terrible. I don't care what excuses you have, but the 6-line limit for macros needs to be increased. It is NOT okay to have to press 3 different macros every time I want to cast Cure IV.
    • Higher-level bullets need to become more easily accessible.
    • Show party/alliance TP on screen, and more importantly, display your current target's HP as a percentage. (It fits easily right next to the HP bar).
    • Uncap job-specific merits
    • Fix the enmity system by increasing the enmity cap and boosting the effects of hate tools such as Provoke and Sentinel. (if the changes involved would actually make animus augeo/minuo useful that would be AMAZING)
    (83)
    Last edited by Eric; 08-18-2012 at 02:06 PM.

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Ru'Lude Gardens!
    Posts
    4,310
    Hello Producer Matsui.

    I would like your attention for a moment to hear my opinion on the new 2-hour ability for RDM.
    What to change!

    1. I ask for something very simple that should be balanced, please make the effect of the 2-hour last 3~5 minutes, SCH's Tabula Rasa & BRD's Soul Voice are both much like our ability however last much longer right now.

    2. Please return the duration increase, and make it 50~100% extra duration for spells cast during this time.

    3. Increase the potency for all spells a 50~100% boost across the board.

    4. Make Enhancing Magic cast during the effect, unable to be dispelled



    Why it is balanced!

    With this, we still have many of our most potent spells such as Gain-Spells and Temper as self cast only, but have more time to buff party members. Balance is easily maintained as even with a Haste that gives 30% Haste, SCH & BRD can beat it. SCH has Embrava, which comes up to 30% Haste if I'm not mistaken, and lasts a max of 12.5 Minutes, which is roughly what the RDM 2-hour would make a RDM's Haste last, however Embrava can also stack with Haste, where as RDM's 2-hour Haste will not be able to stack with yet another haste. BRD also can Soul Voice Marches for a total of 40% Haste, which is yet again better than the double potency of a RDM's Haste, while they also have an ability as SCH does that allows for a double duration effect.

    Many of RDM's best spells are self target only, meaning no one outside of the RDM would be getting these effects. Due to RDM being the only one to possibly get them, I think it would be fair for RDM to get an incredible boost in power for a good amount of time from spells like Gain and Temper, as they would be a great amount of DD power to put RDM on the front lines, or to use Gain-INT/MND for amazing nukes/enfeebles due to the higher accuracy. Phalanx would give even more damage mitigation allowing RDM to take more of a hit, another reason why it could be very useful, especially with how hard things hit now days, and if it were put with Phalanx II, you would get around -80 damage on party members with this ability, and with how hard things hit now days, that could be useful, not to mention the super strong effects Protect & Shell would gain.

    Last is the un-dispellable Enhancing Magic, the reason for this is because like Embrava, the effect is wasted if a mob removed these. For instance if fighting a dragon they can wipe all buffs with a single TP attack. This alone, make the 2-hour lack balance, as said, a SCH may cast Embrava, something that is not the entirety of the 2-hours abilities, and it can not be dispelled, yet this 2-hour is able to be completely removed, and has no other benefits. Dragons are not the only mobs with this power, many can do it, and it ruins this 2-hour quite a bit if ever this were used on a RDM.



    RDM 2-hour Merits?!

    We have been told we are going to be able to merit 2-hour abilities, but we have little to no information on anything about it. However some of my suggestions relies on parts of this happening. I figure the Merit 2-hours will be a 3rd category in each jobs merit lists. I also think they will probably work alot like other categories, with 4+ different choices, and upto 10 merits placed into each job. So if this is the case I would like to give you my list of merits for 2-hours I would like to see.

    Chainspell - Duration: With each merit, provides a 10% boost to duration. This should stack with the Augmented Duelist's Tabard +2 effect, so normally 1 merit would be +6 seconds of duration, and with this body, 1 merit becomes 8 extra seconds.

    Chainspell - Accuracy: With each merit increases magic accuracy by 10 during the effect of Chainspell. This would allow better magic accuracy during Chainspell, so that less nukes, or enfeebles, are resisted during this time.

    New 2-hour - Duration: Adds 10% duration to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the duration at +50~100%, that was for this. If this merit is put in, then it would be starting at 50%, and growing to 100% through merits.

    New 2-hour - Potency: Adds 10% potency to Enhancing Magic cast during the effect of the 2-hour ability for each merit. Earlier in this post I had the potency at +50~100%, that was for this. If this merit is put in then it would be starting at 50% and growing to 100% through merits.



    If this is not the plans for merits!

    If merits are not like this we will need a 75~100% boost in duration/potency of spells during this effect, as I showed earlier, it is not unbalanced, many other jobs have effects much like this that are very potent and can even stack with the effect of the original spells, meaning theirs will still be more powerful even.

    Please keep in mind, you are asking players to wait 2 whole hours to use these powers again, and 2 of these abilities we already have on other jobs are highly powerful, so much so that they are thought to be the only abilities worth waiting that 2 hours. I think it is fair for RDM to get these buffs, as it would make it a more potent job, and extend its power a little more in a party or solo setting with its various Enhancing Magics.



    Thank you for reading!

    Thank you for reading my post, and ideas. I hope they are given to the devs, and they can truly be looked over, and possibly implemented for RDM. RDM is my favorite job, but time and time again it feels like since the level cap was raised the job has lost its use, and this new 2-hour has some hope to get it back, but we do need the ability to be better than it is. Please look into this, and do it, so that RDM can have a place again, and so the job doesn't truly die.
    This is ideas for adjustments on the new 2-hour alone, I have many more for the job itself past this, but this would be a good start. Some of the RDM community including myself feel somewhat neglected by the devs currently, even updates which were told to us they would assist the job have had little to no effect on RDM, and more so on its competitors. I would like to see a step taken to improve this and give some hope to the RDM players, to show us we are not being neglected, and that we really can see changes in the future to improve the jobs abilities so that it may fit in a group.
    (5)

  6. #6
    Player Gippo's Avatar
    Join Date
    Mar 2011
    Posts
    33
    Character
    Gippo
    World
    Sylph
    Main Class
    BLM Lv 99
    I want more than anything concrete evidence that you do/will read and or get translated copies of the NA side of the FFXI official forums.

    That is all.
    (32)

  7. #7
    Player
    Join Date
    Mar 2011
    Posts
    1,003
    Random number generator based progression is bad game design and should be discouraged.
    (49)

  8. #8
    Player
    Join Date
    Oct 2011
    Posts
    50
    I hope there are more attempts to better communicate with the playerbase like this, and that they actually lead to something.

    Here is my wishlist:

    Gameplay:
    -Make it possible to skill up in campaign.
    -Raise XP/AN caps in campaign so it is more difficult for a player to hit the cap in a single battle, without negatively impact the rewards for those who cannot.
    -Alter lamps in Nyzul Isle so it is possible for any player to tell lamp order by examining the lamp. Remove the guesswork from this aspect of Nyzul.
    -Expand the set of unique abilities and spells available to Red Mage.
    -Allow Red Mage to better utilize it's existing unique high level abilities in a group setting by making more of them function with accession and manifestation.
    -Increase the number of merits available to all jobs group 2 merit categories.
    -Add new frame and head parts for puppetmaster to allow the puppet to fill additional roles not currently possible.


    Usability:
    -Expand the number of available macro books to equal the number of available jobs when the new expansion hits.
    -Expand macro functionality so everyone can make better use of highly situational gear. Whether this comes in the form of more macro lines, or something else, players should be able to swap out every available slot and perform an action in the context of a single macro.
    -I would like to be able to take advantage of any aesthetic or functionality benefits of the new UI while still using a controller on PC.
    -Add timestamps to the chat window.
    -Allow the client to write a chatlog.
    -Allow macros to contain "commands" like "ctrl+m" so it would be possible to use a macro to access the spell, ws, or ja list.
    -Expand the amount of inventory space available to players. Whether this inventory is accessible on the field is irrelevant.
    -Create a separate inventory area for furnishings. Allow players to explore the decorative aspects of the mog house system without penalizing them for doing so.
    (13)
    Last edited by pancakesandsx; 08-16-2012 at 07:32 AM.

  9. #9
    Player Bureikun's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria Windurst
    Posts
    28
    Character
    Bureikun
    World
    Lakshmi
    Main Class
    SCH Lv 99
    More inventory space. I have so much equipment and quest items that I am unable to store. And it feels like every update I have more stuff to get - that I also can't store!
    (44)

  10. #10
    Player Lastranger's Avatar
    Join Date
    Aug 2011
    Location
    Basty
    Posts
    40
    Character
    Lastknight
    World
    Fenrir
    Main Class
    RDM Lv 1
    One more sugestion i forgot in original post.

    7. Merits system on mage jobs could use a revamp after level cap raise.

    having single element acc boost on rdm merit group 1 was a waste of merit room this should just be one merit for all element's, same goes for blm group 1 element potency, have these cropped into 1 merit and give new usefull aditional merits.
    It is odd that Rdm being a mix of 3 job's have no relfection of this in merits.

    In tier 2 on sevral jobs including nin there are spell's that unlock instead of having merits that do potency for said type spell, this limit's some stuff after level cap was raised such as getting higher tiers of said spells.
    Just like in tier one these just feel like filler done rappidly just have evry job getting merit's instead of focusing on aspects of the job like some Job's merits do.

    Example : blm could be changed to get the spells curently from merit as scrolls in shop, and merit group could be :

    Ancient Magic Potency +
    Ancient Magic Cast/recast +
    Mp efficency +
    Fast cast
    Occ Doubles Spell potency+
    Increased duration on enfeebles.

    These are just examples, but i feel many merits where just thrown toghether hastily to have full groups when they where implemented instead of properly giving choices that would make for boosting specific sides of the job

    I also think smn merits fit in here as they should just have given the Pet ability's naturally at 75 and instead added usefull merits like lowering Blood pact timer or even adding a second tier BP for attack and enhancing so u could use 2 attacks and 2 enhancings in the 45 second limit ( witch can be lowered ).


    Anyways i forgot to say thank you for your response to the comunity, we are glad to have a open comunication to the Dev's/Producer.
    (6)

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