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  1. #131
    Player ZeroLucidity's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Zerolucidity
    World
    Quetzalcoatl
    Main Class
    BLM Lv 95
    I think a lot of will agree that updating the graphics engine would draw a large crowd into FFXI. With the new UI coming up, that is a good start in the right direction. UI clunkiness is also a huge down fall along with spell freezes when spells are casted on you and you frozen in place ( aka cure lock ). FFXI is beautiful with registry hack of 2048x2048background resolution but it needs more.
    (17)

  2. #132
    Player Rakshaka's Avatar
    Join Date
    Aug 2011
    Posts
    115
    Character
    Rakshaka
    World
    Asura
    Main Class
    SMN Lv 99
    Here's a list of current summoner job issues taken from my post on the summoner forums. I'd like it if the developers could take a look at this list, and fix what they can, or at least let us know what things will/won't be fixed.

    Avatars and Spirits:
    The Assault command has no effect if your pet is too far away from you

    The range of the Assault command (from the summoner to the target) varies by the model scale of the target.
    Example:
    The assault range on Black Shuck in the Tier 10 Assault "Better than one" is so short that you can get hit by Gates of Hades while at maximum assaulting range.
    The assault range on Cerberus in mount zhayolm is so large that at maximum assault range you won't be hit by Gates of Hades.
    Black Shuck's model size is much smaller than Cerberus'.

    Sometimes when your pet is dead, you will not be able to summon another pet. During this time you get a system message stating that you already have a pet. This issue may be caused by the pet dying from a DoT effect.

    Pets can glitch and ignore retreat commands. They will retreat for one second and then resume hitting the target, even if the target is attacking the pet and not the summoner

    There are no log messages provided when avatar-generated buffs wear off of of avatars or other party members

    Spirit Assumptions:
    The spirit comments listed here are all assuming that the old rules of spirit spells still apply:
    Spirits don't gain access to self-buff spells (stoneskin, aquaveil, enspells, etc)
    Spirits don't gain access to elemental aoe spells
    Spirits don't gain access to merited spells
    Spirits do gain access to enfeebling/divine/elemental/dark/healing(cure and curaga)/enhancing(regen, protect, shell) magic spells at the minimum level that any other job can learn it.

    Spirits:
    There are two animations for elemental siphon; the first animation shows MP coming out of a target, the second shows MP going into the target. The first animation currently targets the caster when it should be targeting the elemental.

    Using the Assault ability with a spirit sets their timer to max recast.

    Spirit spellcasting is easily interrupted. Almost any attack will interrupt them.

    Spirit spells are resisted very often. This coincides with the previous issue; they both may be caused by the spirits having a very low magic skill level.

    A spirit will re-apply shock, burn etc. even if the monster has it already. This may be because potency of the enfeeble is reduced over time. Either that, or the elemental doesn't check if the monster has the debuff already.

    Fire Spirit does not learn Addle

    Earth Spirit does not learn Break

    Light spirit does not learn Regen 2, 3, 4 or 5

    Light spirit does not learn Cure 6

    Light spirit does not learn Repose

    Light Spirit learns Banish 4 before WHM or PLD.

    Dark Spirit does not learn Drain 2 or Aspir 2

    Dark spirit does not learn Absorb-ACC, or Absorb-TP

    Dark Spirit knows stun even though Stun is of the lightning element

    Light spirit can only cast on targets that it's facing. Light spirit does not have a face which makes this difficult

    Light spirit behaves differently in Full Moon Fountain. It's able to cast on anyone, no matter which way it's facing, and it's unable to move while casting. (This probably isn't important enough to fix, but thought I'd add it for some cool trivia)


    Avatars:
    Avatars fail to perform self-targeted blood pacts if their auto-attack target dies

    The maximum Blood Pact reduction cap is 15 seconds (25%). This is by far, the strictest cap on increased cooldown/damage potential in the game. The cap for spell recast reduction is 50%. The cap for melee swing time reduction (gear haste/spell haste/JA haste) is 80%. This allows all other jobs to increase their damage output by a much greater margin than summoners can.

    Every hit of an avatar's multihit bloodpact will give them full TP for each hit (9-10% TP).

    Diabolos loses all his TP with any Blood Pact used (even Ward) when his only TP based BP is Night Terror.

    The potency of Diabolos' Noctoshield is the same now as it was at level 75. This means that comparitively it's becoming weaker as we gain more levels. Are there any plans to rectify this by scaling Noctoshield's potency past level 75? (It does scale by level before level 75).

    Thunderspark's range from the avatar to the target is larger than the AOE radius of Thunderspark. This also applies to Ultimate Terror.

    The Blood Pacts Thunderspark, Lunar Roar, Sleepga, Nightmare, Ultimate Terror, and Slowga have a smaller AOE range than ~ga spells.

    Garuda's Aero 2 Blood Pact uses the animation of Aeroga 2

    Shiva's Sleepga has the potency of Sleepga 2 (1:30), but has the same tier as Sleep/Sleepga 1. (It can't overwrite Sleep/Sleepga 1)

    Carbuncle's Holy Mist animation is the same as Holy 2

    Carbuncle and Fenrir are not resistant to their respective elements

    No log messages are produced when Lunar Roar removes buffs from enemies.

    No log messages are produced when avatar-generated buffs wear off of avatars and party members.

    No log messages are produced when avatar-generated enfeebles wear off of enemies.

    The extended magic aggro range because of weather is still present in the protocrystals. Meaning, the avatars within the protocrystals will aggro you if you cast magic at twice the normal magic aggro range. This effect of weather was removed from the rest of the zones in the game previously.
    (14)

  3. #133
    Player Ayjis's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Ekimino
    World
    Asura
    Main Class
    WAR Lv 99
    I've gone through half the thread and liked comments that have the same thing but I will also make a post:

    More 6-man content.

    I am having the most fun when with my close friends, instead of being thrust into an alliance of strangers that tends to be really frustrating.
    (21)
    Last edited by Ayjis; 08-16-2012 at 09:43 PM.

  4. #134
    Player Abithra's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    20
    Character
    Abithra
    World
    Shiva
    Main Class
    DNC Lv 99
    In the game:
    - More macro lines.
    - More 6 man events that have great gear but also difficult. Not just standard current Battlefields (BCNM, KCNM, etc.) but smaller "dungeons" (maybe Meeble stuff is what I am after but haven't tried that yet so please forgive me!)
    - Achievements. No, not Xbox 360 ones, but ones like FFXIV for killing 10,000 monsters, killing an NM, etc. (not sure if you can put it on the old system architecture but would be an awesome little sidequest I guess you can call it)
    - Improved harvesting/mining system that makes it more enjoyable then just finding a spot and pressing "Mine" etc. Give it a kind of story with AF and new interface or something.
    - Re-texturing of some zones to make them look better would be great (the jungle near the entrance to Ifrits Cauldron for example is awful now).
    - Let us sit on chairs and lay on beds


    Official Site:
    - I want a Lodestone style official site, I know there is the FanZone but it feels out of the way.
    - Another FFXIV feature, a Letter from the Producer would be lovely to see what your planning, etc. Just feels more close like Yoshi-P.
    (18)

  5. #135
    Player xbobx's Avatar
    Join Date
    Mar 2011
    Posts
    575
    Character
    Shuffles
    World
    Ragnarok
    Main Class
    PUP Lv 99
    Allow to backtrack a WOE weapon. That way I can start building a WOE weapon and get my new weaponskill, but during that time I can gather items for emp. Since in a perfect world, emp should take much longer, I can gather those over the next year or two as a casual player and once gathered I can backtrack the trials of my WOE weapon and take the emp path.

    Having to redo the NMs to build a second weapon would make me give up.

    forgot about this.

    Make all consumables that are synergy only be able to be crafted using synthesis. It kills the availability of ammo along with the price. I leveled wood, alchemy, bone and smith to make my own ammo, then comes level cap raise and synergy and all that time went right out the window.
    (6)
    Last edited by xbobx; 08-16-2012 at 11:42 PM.

  6. #136
    Player RagingAvatar's Avatar
    Join Date
    Apr 2011
    Location
    Bastok
    Posts
    125
    Character
    Aubinann
    World
    Bahamut
    Main Class
    RDM Lv 85
    In general, I think that the game needs to do better at describing systems, presenting that information and also having smoother questlines with less guess work.
    I don't want to have to resort to a wiki to know where in Vana'diel I need to go to solve something simple.
    I very much enjoy the content and battles in this game but there is so much extra stuff that you end up having to read wiki sites for to know how to progress.

    I'd like to see a good introduction to Final Fantasy XI section on the website that explains the core systems like Final Fantasy XIV's site does.

    Also, when events occur the FFXIV site seems to communicate them very well - what they are, what you'll get, where it takes place - we need this too.

    Thank you Matsui-san, you have our support!
    (7)

  7. #137
    Player erish's Avatar
    Join Date
    Mar 2011
    Posts
    8
    Hey

    1.) Talk to us, If its on the forums or through GM's or customer support, we have to go through so many hoops just to find out basica information its not even funny. This includes payment problems i mean banning people for just having payment problems is not good in any shape or form.

    2.) I want to be able to change all of my gear by pressing 1 macro not skipping through 4 just to cast paralyze on a mob.

    3.) Content that doesnt require either Perfect defence or chainspell zergs.

    4.) Give me a race change option, take my money damn it.

    5.) Support Xbox controllers fully please.

    6.) Arise and Meteor, drops rates need to be boosted ( this is bad gameplay design that i have to rely on a drop for a spell that should be able to be purchased wether by some limbus or einjhar type system or just from an ah ).
    (11)

  8. #138
    Player Smokenttp's Avatar
    Join Date
    Mar 2011
    Posts
    105
    Character
    Smokenttp
    World
    Asura
    Main Class
    RUN Lv 99
    I have made a separated post for the ideas starting at page 25 :http://forum.square-enix.com/ffxi/th...l=1#post353708

    please vote on those what you liked about here and what you didnt

    Well decided to post some ideias i got over the years that might help.

    1- Re add level cap to missions but make a questable item that can lift the cap, reason behind this is that taking away the cap made mission progression extremely easy, this way it would still be there but you would need to work for the battlefields to be easier.

    you would need to make a "quest" in order to get an item that as traded to the battlefield entrace would release the cap, those quests would not meant to be made by low level players tough (i dunno getting a drop from high level monsters) something that if you want to do alone at a high level you should be able to without much trouble but at low level woudnt (unless you got help from a friend of course)

    i know people would go trough the easy way but i wanted to let the option there,i kinda miss the felling of wining a hard battle . to be honest i left the item option more as a mesure to ppl with dificulty to form a party to tackle the missions then as a short cut.

    2- Add an exp bonus on level sync based on the level diference between the synced player and you (this mostly because you as a lvl 75 player synced to a lvl 10 party to help a friend dont feel progression at all mostly ppl get around 8 levels before you actually get one single level, this tends to make people avoid going back to help friends).

    3- Nerf aliance exp (outside abyssea, gets a penality on gov/fov for being in an alliance, but please dont touch it in any other way).altough i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique

    4- make abyssea 70-75+ entrace (to make old content relevant again).again i admit this ideia don work well alone it makes more scence togheter with the other ones, i fell the level progression of the game is going too fast and making people miss some aspects of the game that made it truly unique

    5- enmity system needs some atention to make tanks relevant again

    6- re evaluate the following jobs taking in consideration low and mid level play as well (abilities that make a turning point in the job role should be put in these levels think of it like the diference curing waltz make to dnc or how bludgeon affects blue mage):

    DRK-(either make its magic more potent or abandon it for melee damage dealing, one way to make its magic relevant is allowing its elemental magic to participate in skill chains (i know scholar got this but it just makes more sense on drk)

    THF-(needs to be able to either deal more damage or become a true tank job)

    SMN-(altough on high levels its not an issue anymore on lower and mid levels perpetuation costs are still troblesome i would like some abilities to help on this , as well as a bit more control on spirits and buffs to both its blood pacts wards effects and rage damage)

    NIN-( needs more tools of enmity control)

    RDM-(needs a buff in enfeenbling magic area making possible to stick debuffs on nms is a good start but it also needs some exclusive debuffs as well)

    DRG-(wyvern needs to last longer/be called more frequently)

    7- make shield usefull on jobs outside PLD (this would defenetly help bringing more tanks to the game even situational ones)

    8- make assault minimum entrace 1 player (for higher level player , can be a quested thing) and maybe allow more tags to be holden

    9- less luck based events and more effort based ones

    those are just some ideias i had over the time to help making the old come back but better and while still having the new going , i know some people will not agree with all of it but still i think that would be benefical for the game, not for nostalgia part but to make new players able to experience how the game truly was ment to be while not being as hard as it was in the past. People will not mind working for something as long as they get rewarded (with something worth their efort) for it.

    now for some more personal requests (most of those where already asked by other people but i will just put here anyway)

    1- more inventory space

    2- more macro lines or ways to equip all my gear easily

    3- show the recast time of ja/ duration of buffs in the screen

    4- show party/alliance members tp

    5- give more attention to the comunity ideias even if they sometimes are not possible at least an more elaborated anwser on why it isnt should seattle the things down ( you dont need to fully explain on why sistem-wise an ideia is not possible or if its a metter of time/lack of avaliable people to work on it , but if thats the reason give at least a little feedback to us and in some cases ask us if we want you to change focus on some development areas to other that we might think that are more urgent, i mean most people gets angry when devs sundenly decides that adding song bells is more important to fix then a major flaw in the game system)

    6-make more 99 versions "old battlefields " i would love to see lvl 99 sky with powered up sky gear(exemple you fight lvl 75 genbu and get apop item to lvl 99 genbu with lvl 99 version of its drops), do these for wyverns , toau kings, znm etc, and also to low level events like garrison,eco warrior. make then relevant again
    (6)
    Last edited by Smokenttp; 08-17-2012 at 05:04 PM. Reason: more things added

  9. #139
    Player Vandheer's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    104
    Character
    Vandheer
    World
    Leviathan
    Main Class
    BST Lv 99
    Just wanted to add a little bit more to this thread.

    Keep talking with us Mr. Producer! We love it! Your posts are personable and evoke threads like this one.

    Thank you again to whoever read this and remember to like if you agree.
    (4)
    ~ BST 99, SAM 96, DRG 96, BLU 91, THF 90 ~
    http://www.ffxiah.com/player/Leviathan/Vandheer

  10. #140
    Player tyrantsyn's Avatar
    Join Date
    Sep 2011
    Location
    612 wharf ave next to the gentlemen's club.
    Posts
    522
    Character
    Tyrantsyn
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Quote Originally Posted by saevel View Post
    Currently RDM is not useful for any event. As a job it provides nothing that can not be better provides by a White Mage, Black Mage or Scholar. Scholar specifically is superior to Red Mage in alliance support due to Embrava and Scholar's abilities and spells. The Red Mage community has asked for many different things to be done, and while obviously not all should be implemented something needs to be done for that job.

    Blue Magic reset timers or Proc spells need adjusting in Void Watch. Currently the Blue Magic selection is so large that it requires Blue Mages to constantly reset their spells. With the 60s lock out timer in place it makes Blue Magic a liability. The community has asked that either the lock out timer be reduced or the number of Blue Magic Procs in Voidwatch be reduced.

    I'm sure we'll think of something more to ask about.

    Have a good day ^^

    ----------------------------------------------------------------------------

    On Red Mage, I've looked over the forum and got a good idea on where people tend to agree. I'll break it into three sections each dealing with a different part of the job.

    #1 Party Support / Healing (White Magic Section)
    The Cure IV update enabled Red Mages to become healers but that is not enough to earn a position as a support character. Red Mages lack party wide support spells, namely buffs, to this effect Red Mage tends to be completely left out from groups. Red Mage should be allowed to cause party wide area of effect support spells similar to the other support jobs. Create Hastega and give it to Red Mage, White Mage and allow Scholar to Accession Haste spell. Allow Red Mage to give everyone in the party their current self-cast spells, sharing these powerful buffs would go a long way to establishing Red Mage as a viable support job. Currently Spontaneity is a useless ability due to it's 10 minute recast timer. Could the developers look into changing it to 5 minutes.

    #2 Magic Damage / Enfeeble (Black Magic Section)
    Red Mages magic damage is fine where it is at. What isn't fine is the extremely limited selection of useful enfeebles. To make this worse, everything Red Mage can do was also given to White Mage or Black Mage, this makes bringing one of those other jobs more preferable to Red Mage. I have frequently recommended making a line of spells for Red Mage that reduce a monsters stats directly such as Reduce-INT, Reduce-STR, Reduce-Attack and so forth.

    #3 Melee Damage (Warrior Section)
    Red Mages melee capabilities are in a very bad place. Though there has been some progress made, in general it's only useful in soloing weak monsters. Red Mages do not believe they should be as powerful as the dedicated physical damage jobs, they would like instead to be somewhat useful to 6 member party or smaller groups. To this effect could the developers allow Red Mages access to the (WAR/BLU/PLD/DRK) Sword weaponskills of Red Lotus Blade, Seraph Blade, Vorpal Blade, and most importantly Sanguine Blade. Could the developers also look to adding Red Mage onto more melee orientated gear, the upcoming Salvage Gear update might be a good time to do this. Something else that would be a good option would be a Spell Blade Job Ability that consumed the Red Mages current enspell effect and turned it into damage and / or enfeebling effect. This would be a charge based system similar to how Corsair use's Quick Draw.


    I apologize if this seems to be a big list. Much of this is a result of years of neglect from the developers, it piled up and up until it's become a mountain of requirements. The most important part is updating Red Mage such that it becomes a valuable party support job. The melee additions are of a lower priority though still needed.

    Thank you and the Community Reps for their time in both translating this and you reading this.

    V/R

    Saevel
    I originally had put a like to this before you edited it and added all that extra stuff, after rereading it I remove my like. There's a lot here we've already been over a million times and already have the answer too. On top of it we are a community, and when you use the word "I" you take away from the rest of us and just make it all about what you want. This isn't an attack on you, i'm just expression my opinion. And how I feel about your edit.
    (0)

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