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  1. #571
    Player Muras's Avatar
    Join Date
    Mar 2011
    Posts
    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    Well, I just read through the entire thread. Wasn't so bad... I don't think Matsui will have that hard of a time. I'm very happy Matsui is taking the time to do this.

    So, after reading the thread, I just want to repeat some ideas that I agreed with and to perhaps go into more depth with a few. I'll do my best "not to write a book", save for the stuff that may require a bit more explanation.

    Quick, simple requests
    • BLU spell reset time should be 30 seconds, not 1 minute. 30 seconds is plenty of time to get chewed up by a monster, 1 minute feels like overkill.
    • BLU Spells: A lot of additional effects on BLU spells don't work. Now, according to some on BG this has been fixed already on the test server. But, just in case it's a fluke, I'm mentioning it anyways.
    • Allow BLU to target alliance members with healing spells. You did this with DNC, and I can promise you BLU won't suddenly become some dedicated main healer... Or... Whatever it is you're worried about.
    • Change BLU enfeeble priority. As someone mentioned earlier, it makes no sense that everything overwrites everything BLU has. Like, here's some weird logic; The Slow effect from Sprout Smack overwrites the slow from Filamented Hold. Why...? If anything, let BLU overwrite their own enfeebs to compensate for it or something.
    • Campaign: Offer better items to buy with allied notes, and allow people to gain EXP from bashing forts. The current system is definitely not balanced.
    • New food: In particular stuff for mages. I'd like to see foods that give more unique stats as well... Like a Haste food, Physical Damage Taken food, and so on.
    • Colosseum: Please finish the other half.
    • More 3-6 player content.
    • Allow Accession to work with Haste. Players were pretty excited about this with the Lv80 cap, only to have their dreams crushed. I'm not entirely sure why either... It's not like anyone brings a SMN along just for Hastega. It almost feels like the devs saw the player excitement and decided to nerf it beforehand just in case we knew something they didn't (And we don't. We just wanted to save some time and effort).
    • Being able to combine all obi's from Lumoria would be great. I don't have all of them but it'd certainly be a great incentive to finish them.
    • Less luck based content. I like being able to measure progress.
    • Scholar: Generally I feel this job is quite good at the moment. I'd just like to see this suggestion I posted taken into consideration.
    • Black Mage: If anyone reads my above suggestion for SCH, then I should also say I don't see why BLM can't get their version of the same ability. But instead of gaining strategems, I think they should gain a temporary Magic Attack Bonus boost based on how much TP was stored.
    • Please add another Satchel/Sack.
    • Remove the waiting until JP midnight mumbo jumbo from... Many things.
    • Less time restrictions on events. Such as the 20 hour waiting time on Mebble Borrows. I only entered Moblin Maze Mongers once, ever, because I hated having to rely on others for entry.
    • Add FoV/GoV to WoTG zones, especially the beastmen strongholds and stuff. Give us reasons to raid the places,
    • Steelshells in The Boyahda Tree were still on 15 minute timers last I checked. Is this a bug/mistake?
    • Be willing to go both ways with adjustments. Example: You added congestion measures to Nyzul and later removed them. Why not remove the 3 person limit from Salvage and re-implement it if congestion DOES happen?
    • Make Libra's range not so ridiculously short.
    • Please increase the clipping distance on the PC version.
    • More Stance type abilities. Every job should have more than one.
    • Blue Mage's White Wind: The HP this spell restores isn't enough to justify the MP cost or the loss of a slot. Also in previous FF games, and for the mobs themselves in FF11, White Wind also removes a status effect. It wouldn't be much to ask for it to remove a single status.
    • Can we have the option of turning off battle music entirely? When farming a lot of mobs it gets annoying when the battle music constantly starts over and over and over for every mob, interrupting the zone music itself/zone silence.
    • I honestly feel 2 hours should be on 30 minute timers. Even 10 minutes is an eternity in this game.

    Important requests
    • Fix the enmity system. This is incredibly important. And I hope I'm just misunderstanding recent posts, but please don't make this a PLD only fix either. This is a global problem, not PLD's alone.
    • Macros: Let us have ways of swapping all the gear we need with a single macro. There are many solutions such as the one I gave, or others such as having stored equipment setups that can be called with a command (Like /equipset 1)
    • Events shouldn't be based around the theory of "charm". A long time ago the devs gave the reason that they didn't want to add rewards to things like Ballista/Pankration was because they'd lose their "charm". Well... As someone who enjoyed Ballista I say this: What charm is there in an event if I got nobody to play with?
    • Please make Adloquium suck less. 1 TP a tick isn't enough. I understand that it stacks with other Regain sources but... Why not create a Regain cap for times when those jobs are around, to make sure TP gain stays balanced? Let Adloquium give 2-3 TP a tick but have Regain from all sources cap at 5-7.
    • Make Modus Vertitas not miss. Make HNMs immune to it entirely to prevent exploiting.
    • Unbridled Learning spells aren't that amazing, nay, on par with just regular BLU spells. Certainly not worth having on a 5 minute recast, and definitely not 2 hour worthy.
    • RDM needs some help. I don't play it and am not really sure how to fix it, but I know that there's pretty much always a better job to bring to an event. Healing? WHM or SCH. Nuking? BLM or SCH. Melee? ...Well, there's a lot of melee. RDM just lacks uniqueness entirely.
    • Better explanations from the Devs: A lot of us are adults, some of us even understand game development. We'd appreciate more transparency.

    Requests that require some explanation
    • Mythics: Fix the alexandrite requirement for mythics. When you originally released these, the requirement was 50,000 which you lowered to 30,000 afterwards due to player complaints. However, even 30,000 is ridiculous with current drop rates and supply, and I find it amazing that even 50,000 was the original projection for a mythic. Either triple the supply of alexandrites or lower it to 10,000. Mythics already require a ton of other requirements so I don't see why Alexandrites need to be so high.
    • Heavy Metal Plates: This is also something a little unreasonable, and I dread to think how bad it'll get once people move on from Voidwatch.
    • Taking /displayhead a little further, why not just create a command called /displaylock that stores and locks your character's current appearance until you change jobs? I imagine it shouldn't be too hard to implement now that we have /displayhead in there. Should fix character blinking, and you could force enable this option in things like Ballista allowing players to gearswap (And thus making the penalty pointless).
    • Less cheap monster TP moves. Instant death and hate resets and high damage just don't feel challenging and fun to me. It's boring even.Obviously I don't want mobs to hit only for piddlely amounts of damage either. Just some balanced middle ground. With that said, my next point...
    • Be more creative with monsters. For example, a fight where a mob becomes near invincible periodically (Takes 1 damage from everything so people can still build TP) but has a visible aura (Similar to Ruszor's Frozen Mist and Hydro Blast effects) that indicates the type of skillchain to use on it to remove the invincibility. At higher HP it'll have single auras (So you need to perform Scission or Impaction), but as it dies it gains multiple at once (Thunder/Wind aura = Fragmentation), and eventually four for a Lv3 skillchain. This kind of fight would take more coordination and teamwork, which is something the game lacks right now. And obviously can't be zerged...
    • Dark Knight: DRK is definitely powerful, especially with the Last Resort change and the addition of Resolution. But at Vana'fest I believe the Devs said something about wanting to develop other jobs first for some reason, and I can't help but think this is because of these recent changes. I don't want DRK to be just another WS spamming melee machine like every other melee out there. If Desperate Blows and Resolution are actually holding back growth for DRK due to their strength then I hate to say it but perhaps these things need to be nerfed a little. However, this leads me to my next point...
    • More Dark Knight: DRK's magic is pretty much useless at this point. If you were able to get away with making DRK's magic actually desirable, you could indirectly cut into DRK's damage output and thus avoid having to nerf them. I feel this is something the devs don't take into consideration very much... If DRK is casting, they aren't swinging. You can make DRK's magic desirable by giving them more unique absorbs such as Absorb-SPD, Absorb-PDT (Physical Damage Taken), Absorb-MDEF and so on. These kinds of enfeebs are things people desire. Yoshi-P from FF14 has DRK right; When he asked what jobs people want to see added and DRK's description came up it said "A front line melee enfeebler". This is how it should be, and not some weird "sacrificing" job. The gain has to greatly outweigh the loss, and so far the devs have yet to add a JA that does this right. And please, if anything, just get rid of the decay on absorbs at the very least.
    • Allow negative statuses to be visible to other players by replacing the Linkshell icon. In all honesty, I see no reason why this cannot be done as the icon changes all the time for things like Campaign with it's Allied Tag status. Obviously only one status can be displayed at a time and so there would need to be a priority (And for which priority the players would prefer, you can refer to when you asked DRGs which order they wanted their Wyvern to remove statuses). But yes, I believe it should be possible for there to be a Doom/Petrified/Paralyzed/Poisoned/Plagued/whatever else icon since you appear to already have the code for this to work. And this would obviously only occur when fighting a battle with friends/LS mates outside of town so I don't see why anyone would care if their bazaar/LS icon wasn't showing up. Here's some pictures demonstrating what I'm suggesting:





    • I'm sure you guys wish we tested stuff more on the test server. Perhaps you guys can cook up some kind of incentive for us to do so? Like... If I'm on the test server, I'm clearly not playing my real character where I could be farming gil or playing with my friends, or making some kind of progress. Our time is valuable and time spent on the test server is time and progress lost on the real servers.

    That turned out to be longer than expected (And even longer to write). But I hope it helps in some way, if even a little.
    (45)
    Last edited by Muras; 08-27-2012 at 05:07 PM. Reason: Added pictures!

  2. #572
    Player Koren's Avatar
    Join Date
    Mar 2011
    Posts
    39
    Character
    Koren
    World
    Sylph
    Main Class
    MNK Lv 99
    Just going to Copy/Paste my enmity suggestion here.

    Players can agree the enmity system is broken. We can't agree how to fix it, but we know it needs to be fixed.

    Currently enmity is measured by presumably 2 counters of Volatile Enmity (VE) and Cumulative Enmity (CE) and the total determines the target of a particular enemy. I would propose splitting the enmity values even further into Physical Enmity and Magical Enmity. Could be more but let's start with these two for simplicity's sake. CE and VE would be treated as usual within these two categories.

    Physical Enmity would be gained by melee attacks, physical WS, BLU physical spells and the like. Magical Enmity would be gained through magical WS, spells, healing, etc. Enmity control abilities like Provoke and Accomplice could alter both.

    A damage dealer like WAR would fill the Physical Enmity counter like normal and upon hitting the Physical Enmity cap would then begin to fill the Magical Enmity counter at a severely reduced rate. As an example, say the WAR's attacks generate 100 Physical Enmity. After hitting the Physical Enmity cap, the WAR's attacks only generate 30 enmity on the Magical Enmity Counter. In a similar vein, a WHM will generate Magical Enmity and upon reaching the Magical Enmity cap, the overflow would begin to fill the Physical Enmity Counter at a reduced rate.

    Ideally, this overflow would also be removed at an increased rate as well, so an attack on the previous WAR would remove 20 enmity if they were uncapped on Physical Enmity, but the same attack would remove 50 enmity if it was in the overflowed Magical Enmity category. Normal generated enmity would have to take precedent over overflow enmity. For example, if the cap for both categories is 1000 and a RDM is at 1000/1000 Magical Enmity and 700/1000 of Physical Enmity caused by magic overflow and the RDM decides to start attacking with a sword, the Physical Enmity counter will increase at the normal rate until capped at 1000/1000 at which point the overflow enmity starts to convert into normal enmity. This does require that we have at least 8 enmity counters: Physical CE, Physical VE, Physical CE overflow, Physical VE overflow, and the 4 Magical Enmity counterparts.

    In general, most jobs focus on a single type of enmity generation. Damage dealers will usually not use magical WS and mages will not melee for the most part so current tactics should not be affected too much.

    The system does give a significant benefit to jobs capable of generating both Physical and Magical Enmity such as PLD and NIN. PLD and NIN would both be able to generate and lose Physical and Magical Enmity at the regular rate rather than the altered rate of overflowed enmity since they cause melee damage and cast cures/ninjutsu. This also extends to DRK if they use their magic liberally, melee RDM, magical casting BLU, bullet shooting Wildfire COR and DNC using Waltzes so some regulation should be advised.

    Now for some reasoning behind the new system. We don't want to simply raise the enmity cap because we are left with the same problem as before, just 30 seconds later. A flat reduction in the amount of enmity generated could completely disrupt current lowman battles. A raised cap on tanking classes would just allow everyone else to go nuts with complete abandon. We want tanking to be a viable tactic, not a requirement for all situations.

    The two enmity types allows current tactics to still be utilized while giving an advantage to our tanking classes. The overflow enmity, provided the altered enmity rates are reasonable, prevents specialty jobs from having perfect safety from being targeted.

    Additionally, this would open up some new challenges from the AI. Instead of a single target, the AI would now have 3 to choose from and could tailor attacks based on the type of enmity. A player with high Magical Enmity could be more prone to being hit with silence and addle while a high Physical Enmity player could be targeted more with flash and amnesia. The player with the highest total enmity could still be the main target. Alternatively, the AI could rotate between the 3 bringing a new need for Libra or in the case of something like Hydra could attack all 3 targets at the same time.

    I know a big problem might be from the fact the overflow enmity cap would need to be constantly adjusted based on the current level of the normal enmity i.e. (Physical CE overflow cap) = 1000 - (current Physical CE). I've heard there's a calculation lag for DRG when macroing Wyvern HP% gear, but not for Wyvern HP+XX gear, so there might be some issues with four constantly varying caps that can forcibly alter the current value.
    (7)

  3. #573
    Player wildsprite's Avatar
    Join Date
    Mar 2011
    Location
    Heavens Tower, Basement, Windurst
    Posts
    520
    Character
    Kitanashia
    World
    Cerberus
    Main Class
    SMN Lv 99
    how about fixing RDM so we can tank again, the Enmity- trait with cures(Tranquil Heart) was not welcomed by those of us that melee with the job. Tranquil Heart should have been an ability not a trait.

    RDM is a hybrid job it should be good at all of its abilities, but not the best.
    (10)
    Try to have fun or it isn't worth playing

  4. #574
    Player Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    138
    I'd spend money for a couple of scenarios.

    - One that tied Wings of the Goddess and Treasures of Aht Urghan together with Chains of Promathia and Rise of Zilart. Sorta similar to the one where the quest to tie Chains of Promathia and Rise of Zilart together.

    - One that featured previous Final Fantasies. Maybe not a Dissidia-style scenario, but I think it would be cool to see the heroes (and heroines) of the previous Final Fantasy games interacting with the people of Final Fantasy XI.
    (4)

  5. #575
    Player Keyln's Avatar
    Join Date
    Mar 2011
    Posts
    138
    Allow solo entry to Assaults and Salvage. And maybe allow Salvage to evolve into something like Dynamis where people have free entry. Those two changes alone would add wonders to make mythics easier to obtain.
    (30)

  6. #576
    Player Motenten's Avatar
    Join Date
    Mar 2011
    Posts
    321
    Took most the weekend to re-read the thread and rate stuff. Didn't actually have much time to put together my own ideas, but there's enough good stuff in the thread that the devs should be busy for a very long time.

    Still managed a bit on one item, though. So, here:


    Enmity mechanics, particularly as they relate to Pld. Since you want specific suggestions rather than just "fix it"....


    AOE hate tool. At present, when dealing with multiple enemy mobs, there's generally one major and many minor mobs, and the secondary mobs are usually tanked using 'supertanking'. That is, the 'tank' (generally pld) gets agro on the mobs, but not hate. Having agro means you're the one the mob attacks, but not having hate means there's no contention of hate should a healer heal you, or something similar. The healer healing you does not register as something that adds hate for the healer since the pld is not technically on the hate list.

    In any revamp of the enmity system, you're going to want the pld to be able to actively engage the target. Doing so means that the inabilty of the pld to generate a decent amount of hate -- particularly on multiple enemies -- is a critical failure. For pld to be a practical choice while not resorting to the supertanking gimmick, they must have some means of generating hate on multiple targets at once.

    Therefore there must be some rough equivalent to an AOE Provoke. Something along the lines of Actinic Burst (AOE Flash) would also work.



    Current enmity decay with respect to doing damage to the target yields a decrease in enmity proportional to the damage incurred. I would suggest a reversal of that thinking: that enmity be gained in proportion to the inability to damage the target.

    Consider enmity a combination of factors: How much does this target annoy me, and how frustrating is it to deal with him? A target easily damaged is a target that is easily brushed aside. The enmity generated by such a player is solely a factor of how annoying the target is (ie: how much damage do they do, etc); they neither gain nor lose enmity from taking damage if they are easily damaged. A hard-to-damage target, however, is a frustration, and something to focus on.

    This increase likely has to be non-linear; there is simply not enough of a scale between the points in the current damage system for it to be workable otherwise. However constructing it this way implies an explicit increase in the value of defense for the pld (along with contributory effects such as Phalanx, or the reduced attack from Bio).

    One approach would be that the base enmity a mob's swing can generate is equal to the maximum non-random damage the mob can do. [Note: Numbers are just for illustrative purposes, not actual suggested values.] EG: Base weapon damage plus max fStr, times max Ratio; a mob with a d200 weapon would have a max fStr of +30, and a max Ratio of 2.0 + level correction (so, 3.0 for a mob 20 levels above the player), for max damage rating of 460 for an EM mob, or 690 for a mob 20 levels above the player.

    Most DDs would tend to take max damage. A turtled up pld could reduce the fStr in a Vit build, heavily reduce the effective Ratio, and shave some extra off with Phalanx; then add shield blocks on top of that. The difference between what the mob could have done if unrestricted and what the mob can actually do after accounting for defenses then directly translates into enmity gain. Invincible obviously maxes out this possible damage; Fanatic's Drink and Perfect Defense would have the side effect doing the same thing for DDs that made use of them.


    Side-effects that would then need to be addressed:

    1) No immediate means of reducing enmity, other than the natural decay-over-time of VE. If, given a tank and a DD, at any time the DD pulled hate but didn't stop attacking the mob, the tank would probably never get hate back again since there's no decay from hitting the DD, while also no further enmity generation on the tank since the mob is not hitting them.

    If I were writing this I'd probably do something complicated like creating a decay effect based on the how long it's been since the player took action on the mob, that grows exponentially the longer it's been since the player did anything. Thus, turning around and not hitting is perfectly viable to drop hate. (note: curing yourself, for example, does not count as an action against the mob, so does not interfere with the decay) Not sure how feasible that is to track in game, though.

    1a) Of course, the side effect of -that- is that kiting becomes extremely difficult. I haven't yet decided whether or how to address that.

    2) Defensive skills become active enmity tools. Parry, evasion, guard and shield would all gain more enmity for the player due to heavily reducing or negating damage. I would say evasion should gain less enmity since it requires no particular behavior on the player's part, while the others all require that the player be facing the mob, and usually engaged.




    Enmity generation from damage is an entirely different and complicated issue, so won't get into it here. Also not going to get into any specifics about exact hate caps, as that's dependant on the overall design of the system, and subject to tons of revsion based on math and testing.



    Note: I tried to be very concise here, but I can guess that the above is gonna have a tough time passing the translators. tl;dr version:

    AOE hate tool for pld.
    Let enmity increase in proportion to damage the mob cannot do to the target, instead of decrease in proportion to the damage the mob does to the target.


    Side note: Writing a system for enmity is a huge undertaking; players should well understand that it's not a quick and easy task. However we are acutely aware of the many and sundry flaws of the system, so will often point out minor specific elements that need to be addressed. Unfortunately most will avoid getting into specifics because any single specific will affect and be affected by any system designed as a whole, and we're aren't in control of how that will be built. As such, any given suggestion may or may not be relevant in the end.

    However if you really are serious about wanting real detailed suggestions, and not just "fix it" requests, I'll put effort into a complete and comprehensive enmity system. But I need to know it's worth my time to do so, so please indicate the degree you're willing to look into something of that scope.
    (23)

  7. #577
    Player StingRay104's Avatar
    Join Date
    Mar 2011
    Posts
    284
    Character
    Kurdtray
    World
    Asura
    Main Class
    DRK Lv 99
    2 years ago we were promised an update on all current weaponskills, please work on this soon. Scarlet delirium is still not very useful. It would probably be best to turn it into a sublimation like ability where we can store damage received until we use the ability again to get the benefits for a min.
    (7)

  8. #578
    Player
    Join Date
    Aug 2011
    Posts
    1,749
    Quote Originally Posted by Motenten View Post
    Took most the weekend to re-read the thread and rate stuff. Didn't actually have much time to put together my own ideas, but there's enough good stuff in the thread that the devs should be busy for a very long time.

    Still managed a bit on one item, though. So, here:


    Enmity mechanics, particularly as they relate to Pld. Since you want specific suggestions rather than just "fix it"....


    AOE hate tool. At present, when dealing with multiple enemy mobs, there's generally one major and many minor mobs, and the secondary mobs are usually tanked using 'supertanking'. That is, the 'tank' (generally pld) gets agro on the mobs, but not hate. Having agro means you're the one the mob attacks, but not having hate means there's no contention of hate should a healer heal you, or something similar. The healer healing you does not register as something that adds hate for the healer since the pld is not technically on the hate list.

    In any revamp of the enmity system, you're going to want the pld to be able to actively engage the target. Doing so means that the inabilty of the pld to generate a decent amount of hate -- particularly on multiple enemies -- is a critical failure. For pld to be a practical choice while not resorting to the supertanking gimmick, they must have some means of generating hate on multiple targets at once.

    Therefore there must be some rough equivalent to an AOE Provoke. Something along the lines of Actinic Burst (AOE Flash) would also work.



    Current enmity decay with respect to doing damage to the target yields a decrease in enmity proportional to the damage incurred. I would suggest a reversal of that thinking: that enmity be gained in proportion to the inability to damage the target.

    Consider enmity a combination of factors: How much does this target annoy me, and how frustrating is it to deal with him? A target easily damaged is a target that is easily brushed aside. The enmity generated by such a player is solely a factor of how annoying the target is (ie: how much damage do they do, etc); they neither gain nor lose enmity from taking damage if they are easily damaged. A hard-to-damage target, however, is a frustration, and something to focus on.

    This increase likely has to be non-linear; there is simply not enough of a scale between the points in the current damage system for it to be workable otherwise. However constructing it this way implies an explicit increase in the value of defense for the pld (along with contributory effects such as Phalanx, or the reduced attack from Bio).

    One approach would be that the base enmity a mob's swing can generate is equal to the maximum non-random damage the mob can do. [Note: Numbers are just for illustrative purposes, not actual suggested values.] EG: Base weapon damage plus max fStr, times max Ratio; a mob with a d200 weapon would have a max fStr of +30, and a max Ratio of 2.0 + level correction (so, 3.0 for a mob 20 levels above the player), for max damage rating of 460 for an EM mob, or 690 for a mob 20 levels above the player.

    Most DDs would tend to take max damage. A turtled up pld could reduce the fStr in a Vit build, heavily reduce the effective Ratio, and shave some extra off with Phalanx; then add shield blocks on top of that. The difference between what the mob could have done if unrestricted and what the mob can actually do after accounting for defenses then directly translates into enmity gain. Invincible obviously maxes out this possible damage; Fanatic's Drink and Perfect Defense would have the side effect doing the same thing for DDs that made use of them.


    Side-effects that would then need to be addressed:

    1) No immediate means of reducing enmity, other than the natural decay-over-time of VE. If, given a tank and a DD, at any time the DD pulled hate but didn't stop attacking the mob, the tank would probably never get hate back again since there's no decay from hitting the DD, while also no further enmity generation on the tank since the mob is not hitting them.

    If I were writing this I'd probably do something complicated like creating a decay effect based on the how long it's been since the player took action on the mob, that grows exponentially the longer it's been since the player did anything. Thus, turning around and not hitting is perfectly viable to drop hate. (note: curing yourself, for example, does not count as an action against the mob, so does not interfere with the decay) Not sure how feasible that is to track in game, though.

    1a) Of course, the side effect of -that- is that kiting becomes extremely difficult. I haven't yet decided whether or how to address that.

    2) Defensive skills become active enmity tools. Parry, evasion, guard and shield would all gain more enmity for the player due to heavily reducing or negating damage. I would say evasion should gain less enmity since it requires no particular behavior on the player's part, while the others all require that the player be facing the mob, and usually engaged.




    Enmity generation from damage is an entirely different and complicated issue, so won't get into it here. Also not going to get into any specifics about exact hate caps, as that's dependant on the overall design of the system, and subject to tons of revsion based on math and testing.



    Note: I tried to be very concise here, but I can guess that the above is gonna have a tough time passing the translators. tl;dr version:

    AOE hate tool for pld.
    Let enmity increase in proportion to damage the mob cannot do to the target, instead of decrease in proportion to the damage the mob does to the target.


    Side note: Writing a system for enmity is a huge undertaking; players should well understand that it's not a quick and easy task. However we are acutely aware of the many and sundry flaws of the system, so will often point out minor specific elements that need to be addressed. Unfortunately most will avoid getting into specifics because any single specific will affect and be affected by any system designed as a whole, and we're aren't in control of how that will be built. As such, any given suggestion may or may not be relevant in the end.

    However if you really are serious about wanting real detailed suggestions, and not just "fix it" requests, I'll put effort into a complete and comprehensive enmity system. But I need to know it's worth my time to do so, so please indicate the degree you're willing to look into something of that scope.


    I hope it gets some attention even though it's coming so late!
    (4)

  9. #579
    Player Elexia's Avatar
    Join Date
    Mar 2011
    Location
    Bastok/Phoenix
    Posts
    666
    Quote Originally Posted by Belmonts View Post
    Mr. Akihiko Matsui,

    Please implement Japanese Character Input (IME) on Non-Japanese clients, has been asked for years and at least, on PC, is not hard to do.

    Thank you very much.
    This was a licensing problem at the start, not difficulty problem.
    (0)
    Dark Knight ~ 90: Yes I actually use a Scythe.

  10. #580
    Player Byrth's Avatar
    Join Date
    Mar 2011
    Posts
    2,172
    Character
    Byrth
    World
    Lakshmi
    Main Class
    DNC Lv 99
    Skimming the thread, some common things I see, in no particular order:

    1) Lower Ammo costs (this came up half a dozen times and seemed popular)

    2) Allow solo entry to Salvage zones (This came up in various forms quite frequently, and often people asked for increased Alexandrite access which would be a byproduct of this.)

    3) Increase the number of lines per macro to 16 (A lot of people said this)

    4) Uncap the merit system (Approximately 20% of the posts in this thread included this idea)

    5) Fix Red Mage (suggested methods vary, but everyone agrees it needs to change)

    6) Fix Enmity (again, suggested methods vary but people think it needs to change)

    7) Mimic windower functions with the official GUI (suggested in various ways by various people)




    I'd like to toss out a few more ideas again that were included. Some of these were hit by other posts, but I am going to re-post them because I really feel they need to happen to make goals for some of the more hardcore players:
    1) Lengthen the duration of Relic aftermaths by 50%
    Logic: 30 Seconds / 60 Seconds / 90 Seconds would not be overpowered and may give some justification for using (for instance) Tachi: Kaiten to activate AM for an X-hit and then using Shoha for damage.

    2) Allow Relic stats to apply when offhanded.
    Currently relic weapons lose all stats other than base damage and delay when offhanded. This is very unfortunate, and I think we can agree that 1H jobs are a far cry from having a maximum potential damage that is too high. Allowing 2.5/3x damage procs to apply from the offhand would not break the weapons, and would give weapons like Kikoku a more useful role.

    3) Allow Mythic stats and aftermaths to apply when offhanded.
    1H Mythic weapons have lower base damage and higher delay than their respective relic weapons, but are desirable because of their utility and Aftermath Level 3 (which is itself a large TP-gain buff). They are, in short, designed to be the ultimate offhand weapon. We can already use the mythic WS with any weapon, so it would be nice if we could activate the Aftermath Level 3 on our offhand weapon while using whatever mainhand (like a relic or empyrean) is appropriate.

    4) Allow multiple Aftermaths to be active at once.
    Aftermaths are currently exclusive with one another, which is unfortunate. It would not offer a substantial gameplay advantage but would be very neat if we could benefit from multiple aftermaths at once.

    5) Allow aftermaths of the same level to overwrite each other.
    Currently AM1 can overwrite AM1, but AM2 can't overwrite AM2 and AM3 can't overwrite AM3. This makes it very difficult to maintain a full-time aftermath without wasting potential damage. This really needs to be changed. It will slightly improve the damage (particularly of mythic users) but will have a very large positive impact on the gameplay experience of owners of these weapons.

    6) Allow Relic Procs to occur on multi-attack hits with the relic weapon.
    Relic weapon hidden effect: 2/2.5/3x damage procs can currently only occur on the first swing of each attack round. I would like to see this changed to be any swing with the relic weapon. This might shift the balance of power between different options slightly (especially in the case of Ragnarok), but overall it would just improve the versatility of these weapons.
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