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  1. #171
    Player Morestal's Avatar
    Join Date
    Aug 2012
    Location
    Windurst
    Posts
    1
    Character
    Morestal
    World
    Fenrir
    Main Class
    NIN Lv 99
    I'd first like to state that I'm overjoyed to see the team before FFXI taking a real initiative to reach out to the player base in an attempt to better the game. When I left 2-3 years ago for a different game, that was the biggest flaw I saw when I looked back. It felt like there was a brick wall between those who created and those who played.

    As for what I like about the game and would like to see more of...

    Abyssea was marvelous. I don't play in a big link shell or with a log of people, it's really just me, my girlfriend and her mom (plus a few others here and there). Despite this, we've been able to overcome just about every challenge in Abyssea. We've got the best gear, some of the best weapons and there are just a handful of us. This was not in any way an easy feat and Linkshells may do it faster and easier than us. However, the fact that it CAN be done with a few skilled players is great. I'd like this sort of design philosophy to carry into the future.

    The other part of the game I've always enjoyed was rewarding players with concrete, tangible results instead of random drops. Things such as Nyzul\Assault Points, Einherjar Therin Ichor or Cruor are good examples. Even if my particular piece of treasure isn't dropping or it's gone to someone else, I like to know I didn't just waste 30mins to 3 hours in an event. The personal treasure caskets that have been introduced with Voidwatch are another great idea.

    And, as a personal preference, events that can be done in a short time frame are something else I like to see. Assaults, Voidwatch, Einherjar or Legion are the first few things that come to mind. Dynamis is fun and I realize one doesn't have to spend the full 2 hours inside anymore. However, in the past going into a 2 hour event and coming out with nothing was very demoralizing. Putting in 30 or 60 minutes at a time isn't as bad of a time sink if one walks away with no progress whatsoever.

    Thanks again for the added initiative you've shown over the past year or so for getting in touch with your player base. We really do appreciate it.
    (14)

  2. #172
    Player
    Join Date
    Jun 2011
    Posts
    45
    Some I can think of to add would be faster voidwatch stone recharge. Better drop rates on gear and upgrade items from voidwatch and the ability to put gear you already have into a treasure pool for others to lot on.

    Allow skill ups in campaign based on region being low middle high. Out side towns would be low range skill ups while inside town and strong holds/outlands would be high level skill ups and places in between would be mid range. Add auto RR to campaign and besiege and increase xp from both and also for attacking walls. Add campaign warps to strong holds and maybe a way to warp directly to besiege when one is at the point of mobs heading to town. A way to be notified when a besiege is starting without having constantly check map and better updates for when a campaign is going on would be good to.

    Give a separate invo for furniture and porter slips and make it so you don't need to trade slips when storing gear only have it needed for when taking out gear. Maybe add a way to increase mog house sizes. A lot of people take pride in being able decorate their moghouses but the space is so small. You could add a way to increase the size or add rooms maybe even a upstairs using a similar system to moblin maze maps. you could even incorporate it as a reward from doing moblin maze runs to get pieces to add rooms onto your moghouse. Could be something like random add on room item rewards ones for a closet , a upstairs, a hall way. a 2nd room, increase the size of the main room so on. Could also make them a reward from doing balista and Pankration.

    Add a relatively easy to get piece of gear that is all jobs that raises the enemity cap so what ever job that is tanking can put it on and generate more hate than other people in the party to actually tank and hold hate. A ring or earring would prob work out good or maybe neck. You could even have it so it slows down hate loss also.

    Find ways to revitalize moblin maze and balista/brenner also Pankration. I remember years ago there would be roaming groups from one match to another leading to huge epic matches. Now though you're lucky if anyone even shows to a match since there is simply no reward to it and still not the easiest to keep informed or get to one.

    Possibly give bst pets back their th2.

    Improve fishing skill up rates and skill up rates for higher ranges of crafting. Examine some of the earlier synergy recipes since some are near impossible for people who don't use scripts. Maybe even lower the quest requirement for lu shang pole.

    I just came back to game after a year so only thing far of jobs I can think of is improve monks chi blast make it more powerful and or lower recast time and maybe additional effects to it. A new look to it would be nice too something similar to what Aerns do.
    (7)
    Last edited by Heimdall; 08-17-2012 at 05:23 AM.

  3. #173
    Player Twille's Avatar
    Join Date
    Mar 2011
    Posts
    290
    Character
    Twille
    World
    Quetzalcoatl
    Main Class
    WAR Lv 99
    Remove the required number of players for assault. allow us to go in solo.

    enhance the basic job abilities of auto refresh and regen.
    (18)

  4. #174
    Player Serene's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Serene
    World
    Carbuncle
    Main Class
    COR Lv 99
    I would like to suggest a share mogsafe/storage/moglocker with your other link account or your other half in game. It seems more enjoyable to easily access everything this way.
    (9)

  5. #175
    Player
    Join Date
    Mar 2011
    Posts
    174
    1. please new mr. dont take the likes in account cause reading through this thread i notice that people stop after a couple of pages and put all the likes in the first pages and those posting later dont get read (so maybe mine will not get much attention either).

    2. i'll give a concrete example of something we can change for the better on here cause most things said on here have been told in multiple threads already.
    so i was thinking to do something about the seasonal events... a good way for ls's and friends to do something together you would think at first. But sadly enough the lack of a usefull reward is holding people back to do these kind of events (and yes I know there have been nice rewards too but mostly they're just memorabilia taking inv space). Why not give as a reward for completing the seasonal quest an item that for example gives faster crafting skill ups... like a ring with 5 charges each charge lasting 10 minutes or something and this item would not be rechargeable only obtainable twice a year during certain events. imo it would revive the seasonal events because it would actually be a very usefull reward and also i dont think this kind of thing is hard to implement either and no blance issues there.

    thanks for reading
    (8)
    "I drink it when I'm happy and when I'm sad. Sometimes I drink it when I'm alone. When I have company I consider it obligatory. I trifle with it if I'm not hungry and I drink it when I am. Otherwise I never touch it, unless I'm thirsty."

  6. #176
    Player Babekeke's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    2,273
    Quote Originally Posted by Zeo View Post
    Definitely reduce the amount of BLU spells needed for VWNM (as many have stated before).
    Personally I think that although BLUs think this is a good idea to alow them to set some DD spells instead of only proc spells, what this will actually do (in my view) is allow 1 BLU to set all proc spells instead. Thje outcome of which being that less BLUs are being brought to VW, and I'm sure that's not what BLUs really want.

    How do I come to this theory? As it stands now, VW groups could take 3-4 BLUs to allow them to set some DD spells as well as some proc spells. They don't. They take the minimum number of BLUs to cover the procs without needing to re-set spells mid-fight.

    I do definately agree about being able to have pre-set BLU spell sets though. even if it was only setable in the mog house it would be a very welcome addition!
    (2)

  7. #177
    Player Lollerblades's Avatar
    Join Date
    Mar 2011
    Posts
    82
    Character
    Mephista
    World
    Asura
    Main Class
    SCH Lv 99
    I'd like to throw in a though , we where always told Mythic was to be the casual players Relic , However with assault pretty much dead and alexandrite being a pain in the tush to get - Could you please do something about this ? Lower assault conditions so it can be solo'd rather than it taking 3 people to do it ? I can understand Salvage and Nyzul but please change assault? I'm not going to moan about the alexandrite issue as I'm sure it will be addressed eventually ...

    However if nothing will be done to the mythic requisites then could we have some form of casual player mythic/relic/empy type weapon for the new expansion ? Something that a casual player can do on their own without having to have a whm mule there to support them ! !

    I get that Empy are fairly easy to get but it would be nice to get what we where technically promised all those years ago ...

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

    Thanks for taking the time to read o/
    (10)

  8. #178
    Player jerji's Avatar
    Join Date
    Dec 2011
    Posts
    10
    Character
    Suji
    World
    Phoenix
    Main Class
    THF Lv 99
    Please overhaul enmity mechanics.

    I consider this the largest malfunction in the game.

    Recent proposed changes such as the enmity manipulation in one of the new 2HR abilities suggests that the development team isn't fully aware of how bad the problem is. Enmity in the game as it stands is very much broken and none of the jobs and abilities and, even gear to some extent, function as intended. The enmity cap is reached very quickly by high damaging jobs and the notion of a "tank" has become mostly antiquated. Whoever swings the fastest will keep hate, since everyone will reach the cap quickly. The enmity cap needs to be removed or at least overhauled to the extent where enmity manipulation in the game once again becomes relevant.

    As an example, this broken mechanic enables black mages to continuously nuke, thereby largely eliminating the need for theoretically powerful abilities such as Enmity Douse. If there's a fast-swinging DD attacking the monster riding the enmity cap, the monster will almost never run to the BLM.

    This is also why we don't see PLD being used for very much anymore. They simply can't keep hate off of strong DDs. If they do, it will only be for a few seconds while the DDs quickly approach the enmity cap and then once again whomever is swinging the fastest will keep hate.

    Battle strategies have significantly less finesse than they once had due to this issue as well since the efficacy of using a tank to actually tank the mob while DD do some damage is severely hindered. That is to say, "Tank + DD" doesn't work which is at least partly why we see a continued reliance on Embrava and Perfect Defense to complete events.

    As an example of a different type of enmity problem, in Voidwatch, many of the strategies for dealing with adds involve a PLD using a "supertank" strategy wherein the PLD does not actually touch the monsters at all. If the PLD touches the mobs, he will not be able to keep hate. That is, if the PLD actually plays his job as intended and uses abilities on these enemies to try to keep hate, it will be worse than if he doesn't use them at all. Sadly, this seems completely backwards. PLD are chosen for this role primarily only because they can survive the longest without temporary items, not because of their enmity generation abilities which is ostensibly meant to be one of their strongest assets.

    Please fix enmity mechanics. If the intent is to not fix enmity mechanics, please stop adding abilities and items that manipulate enmity. Adding such things only upsets the player base because it's evidence of the dev team being out of touch with how the game actually works. Please fix enmity mechanics.

    Pretty please.

    With a cherry on top.

    Thanks!
    (40)
    Last edited by jerji; 08-17-2012 at 05:06 AM.

  9. #179
    Player Trisscar's Avatar
    Join Date
    Sep 2011
    Location
    Dynamis - Al'Taieu [S]
    Posts
    539
    Character
    Trisscar
    World
    Asura
    Main Class
    BLU Lv 99
    On Empyrean trials:

    NM
    Have these be force spawn from Rare/EX or Key Items that drop from their place holders, with a 5-15 minute respawn timer on ???

    VNM
    Sell us an Abysite that locks T2 into place without needing T3 Abysites, and adjust the difficulty so that all jobs can solo them instead of just a couple. Consider adjusting respawn timers as well.

    Aby NM
    Sell the Key Item spawns for 50-500k cruor per set.
    (13)
    Last edited by Trisscar; 08-17-2012 at 05:35 AM.

  10. #180
    Player Artanticos's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Artanticos
    World
    Bismarck
    Main Class
    DRK Lv 99
    In Voidwatch.
    Put Heavy Metal Plates in the same treasure tier as Crystal Petrifact on fights that can drop plates or pouches
    Other
    Allow access to Mog Storage outside home town.
    (24)

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