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  1. #491
    Player Nawesemo's Avatar
    Join Date
    Jun 2011
    Location
    Bastok
    Posts
    352
    Character
    Nawesemo
    World
    Cerberus
    Main Class
    BLM Lv 99
    /echo. "Let us stack things". Poison flour!!!!!! Empy items..... (For the wife who insists on doing them backwards), and for the love of all the blms sacred inventory space hides of monsters......
    (21)
    In our wake will be smoke fire and burnt charred remains of those that have fell before us, We will not remember their names, as they are no more, the next challenge, the next horizon is what we strive for and Demand it be met with Ferocity, We Grin at the Possibility of death, Fear no Mob that walks Vana'diel or it's Realms, there is no tomorrow, there is only now, For pride, for honor, for Glory We are The Knights of Pegasus.

  2. #492
    Player Czeph's Avatar
    Join Date
    Mar 2011
    Posts
    29
    Character
    Czephiroth
    World
    Asura
    Main Class
    PLD Lv 99
    A few thoughts occured to me since I last posted.

    A storyline involving prishe in the past (requiring wings of the godess and chains of promathia expansions).

    A storyline involving a young gilgamesh in the past (requiring wings of the godess and rise of zilart).

    A storyline causing all expansion pack primary storylines to converge.

    All of the above containing challenging 6 player fights and numerous cutscenes.
    (6)

  3. #493
    Player Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    900
    My suggestion for the future of FFXI and in Seekers of Adoulin. Is to introduce a new level cap. Since the UI is being redone it would be nice to have a new 3 digit cap, possible 125, 150, or even 200. Character progression is important for a MMO. If there is no new cap or just more side grade gear is announced people will just continue to do abyssea for gear. The exp for the new levels should be so high that only killing new monsters in Seekers of Adoulin areas would be an effective way to level up.

    Even if you can't do level 200 or whatever maybe make a side leveling system call them transcended levels like you could be 99+99.

    My main concern with FFXI is having more character progression through leveling when the new expansion comes out.
    (2)

  4. #494
    Player Zumi's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    900
    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.
    (11)

  5. #495
    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)

  6. #496
    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)

  7. #497
    Player Prrsha's Avatar
    Join Date
    Jul 2011
    Location
    Windurst
    Posts
    164
    Character
    Prrsha
    World
    Phoenix
    Main Class
    WHM Lv 67
    Quote Originally Posted by Zhronne View Post
    Hello Matsui-shishou, here are my ideas for the future of FFXI, and what you should be focusing on from now on, I'll try to keep it short but we all know I will fail.

    1. Game Controller Support
      Since you are working on a new UI for FFXI, it would be fantastic if you could make the Game controller support better, maybe supporting "xinput" controllers (currently it only supports "dinput" ones) or putting an option that allows the game to use analogic shoulders as digital buttons. Can find more details and complaints from users in THIS and THIS posts.
    2. In-game camera max-distance from character
      Currently there is a limit on how far away from your character you can "zoom out" the camera. This limit probably had a meaning back in 2002 when the game came out, but we're in 2012 now and it would be very nice if SE could slightly increase this limit. People already do this very easily through third party tools, it wouldn't be a hard work for SE to offer us the chance to do it in a legit way. Further info HERE
    3. Merit Cap Increase
      Abyssea's way to do XP offered all of us the chance to level new jobs, get new merits etc. It was probably the right way to go, altough maybe abyssea "overdid it". Pretty soon most if not all player will have all the jobs they want to level capped at 99, same with merits. Since "lost xp while dying" hardly matter anymore like it did at 75, we're close to the point where people won't XP anymore. You need to keep adding stuff players can do with their XP/merits, that way they will always have motivation to keep getting merits. An example would be to raise the cap on merit WS, allow us to merit more.
      Add new categories of merits, raise the cap of merits in already existing categories, and things like this.
    4. New Graphic Interface
      We know you guys are working on a new graphic interface, please do not forget about Gamepad users. Players using gamepad could still use a Mouse to set/place the windows, but then use Gamepad to navigate through them. Please do it! Even for the macros, we heard you want to make so there will be three basic macro options, the CTRL line, the ALT line (like we have now) and a third one. This wouldn't create any issues at all on gamepads. For example associate right trigger to CTRL line, the left trigger to ALT line, and both triggers for the new line.
      Just an example. What I'm really worried about is for you to make so the new interface won't be useable with a gamepad.
    5. Experience Points balancement
      Abyssea-style Alliance XP was really nice, but it's getting boring after more than one year, and it keeps on promoting lazyness. Why don't you resurrect the concept of old 6-people experience parties?
      I know you can still do them nowadays, problem is that they are worse than Abyssea alliances from every point of view, and so there is no motivation.
      Please offer some motivation so that people will be able to do XP parties again with the new expansion, and watch out not to overdo it. I do not want new parties to "kill" abyssea-style XP. I just want them to be an additional viable option.
      Doing the same thing for a long time makes that thing boring, doesn't matter if it's about Abyssea PTs or normal PTs.
      Being able to choose what you do would create a bit of variation and make things less boring
    6. Enmity Control
      We all know that in Abyssea these formulae were completely broken because of the very low "roof" at which enmity caps and several other issues I won't talk about.
      The Enmity balancement was based with lv75 numbers, and Abyssea killed all of this.
      You need to rework all the system, especially the Damage=>Enmity conversion formula, because that formula used to work with level75 values maybe, it certainly doesn't work with lv99 values.
      Also, could you consider making Tanking less "strange" compared to other MMOs? You can do this by adding special job traits to tank jobs or tank stances (see below), something more efficient than just a raw amount of enmity that won't ever be enough.
      I'm not asking to make so a Damage Dealer can never steal a Tank's hate, but it should be harder to do so than it is with the current state of the game.
      When a tank needs very very specific gear to do what he's supposed to do (tanking) you know something is wrong in the game. A tank in a MMO game should have all the basic necessary tools to perform his job. Better gear should make the job easier/more efficient, it shouldn't be something as absolutely necessary as it seems to be in FFXI's situation today.
    7. FFXI and "stances"
      It's a very common concept in many MMOs to create variation among the same class/job.
      You have a certain stance, when you activate that you lose something and you gain something, pros and cons, making it a balanced and situational thing to change your playstyle and allow you to do different things in different situations.
      This is especially useful for classes/jobs who can do many things. Scholar for example, or Ninja.
      A concept similar to "stances" already exists in FFXI, many jobs have something similar.
      I think their balancement should be reevaluated though.
      More "balance" - to make a stance balanced you need to make so it gives you something and it takes away something, for some "stances" in FFXI this is not true and they offer only advantages.
      Also, they need to be more focused on the long time, and not short time buff.
      Good example of how stances should be implemented on this regard are: Afflatus Solace, Afflatus Misery, Composure, Light Arts, Dark Arts.
      Bad example? Yonin and Innin, or Footwork.
      Players need to CHOOSE when they want to play in a stance or another, the balance should come from what you gain and what you loose.
      You shouldn't be forced to refresh it every 3 minutes, and monsters shouldn't be able to dispel them.
    8. Entertaining and challenging fights
      Please bring out again Fights against strong enemies that require a whole different range of strategies to be defeated.
      Examples from the past? King Behemoth, Chlevnik, Wyrm, Aspidochelone, Tiamat, Vrtra, Cerberus, Khimaira, Kirin, Seiryu, Suzaku, Jailer of Fortitude, Jailer of Prudence, Jailer of Love. All these mobs had very different abilities which required different strategies from the players willing to challenge them.
      The so called "zerg" strategies are annoying. It's good to have them when they're PART of what you do, they get boring when they are the ONLY thing to do.
      The same thing could be said about challenges which are un-original, unbalanced and frustrating, forcing players to resort to "cheap" strategies, like abusing/exploiting certain particularly strong job abilities like Perfect Defense and Embrava, to name a few.
      This is not a sign of a good battle planning from the development team, imho
    9. Consolidation
      Currently, in my opinion, there is way too much situational gear in FFXI, creating several issues in players who have multiple jobs. There just is not enough inventory space, and it becomes easy to get "lost" between the sheer amount of gear all of us do own.
      "Consolidating" certain pieces of gear could be a nice way to save inventory space and make so a single piece can replace 2 or 3 old ones.
      A decent example of this is the recently added Chatoyant Staff.
      Can you please do something similar for other categories of items? Sea torques, Elemental Gorgets, Elemental Belts, Elemental Obis, etc.
      Would be like killing two birds with one stone.
      On one hand it would offer players motivation to collect all of them and not just a few.
      On the other hand it would allow them to save a lot of inventory and macro space, and have single items with the stats of many.
    10. Weekly Forum Event
      Make so that once every week (or every month, or every 15 days) there is a special discussion where players can make ONE post and ask ONE question.
      One of this question is chosen every week and Developers will offer a detailed reply to that question.
      Like "How does the ability XXX really work?" or "How does the item XXX really affect the ability YYY?" or "What's the formula to calculate the amount of ....?"
    I agree with everything in this post with the inclusion of my previous comments regarding the "revamping" of older level events and re-applying the level cap to CoP events. Also, as I commented before, there needs to be a better system in regards to storage so lower level capped events can be accessed in a quick manner. A status ailment icon system for other players would help WHMs with removing enfeebs (since the chat log goes by so quick). Level 70+ access to abby and a nerf in the GoV system would revive the 6 man party system again. A bulletin board system like the one I described eariler will make it much easier for players to find each other to help them finish content (or just form a exp party) in far off areas.
    (1)
    Fissssh! It's what's for dinner! :9

    Prrroud founder of MithraPride on Phoenix 2004.

  8. #498
    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.

  9. #499
    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)

  10. #500
    Player Mirage's Avatar
    Join Date
    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.

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