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  1. #1
    Player Kawar's Avatar
    Join Date
    Aug 2012
    Posts
    91
    Character
    Kawar
    World
    Sylph
    Main Class
    PLD Lv 99
    I do not know if anyone has asked for this yet but i am going to go a head and do it.Well i and i think many others would like to see users be able to buy the password tokens with crysta. The same way or something like how people do now when it comes to buying crysta.Like buy the crysta how u normal would with what ever payment then u can go to the page that would let u buy a token from se and just click pay with crysta then se can use the info that is on the account to know where to ship the item.

    edit

    I know it sounds like i am talking for many users no I really want this my self i feel it would be easier then a card any way.I just never heard any think about if they did this after hearing rumors that they were working on being able to make this work.
    (0)
    Last edited by Kawar; 08-22-2012 at 02:28 AM.

  2. #2
    Player Trambapoline's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Staryiko
    World
    Bahamut
    Main Class
    SAM Lv 95
    Hello~! I'm sure some/most of these have been mentioned in the oodles of pages before this one, but I'd like to mention 'em all the same! I returned to XI about two months ago after a hiatus, so I can't really say anything from the uber-endgamey angle. Plenty of far more qualified people can, and have, suggested stuff there.

    So as far as personal wants/suggestions go~

    *- Abyssea seal quests.
    While nothing will beat the good ol' fashioned "make a group, kill the NM, get the seals" approach the Abyssea class armour, the Quests for the seals do feel like they're sadly too frustrating at the moment. Especially for people who can't be on often/consistent enough to form groups for obtaining every single armour piece via NM bopping. Perhaps keep the chance of obtaining a seal from the Abyssea quests the same (30~%), but make the seal that drops always one for the job you're doing the quest on?


    *- Fields/Grounds of Valor page choices.
    I love that the pages can now be set to auto-repeat and can be done multiple times a day (wonderful change from the 'can only do it once a day and have to set it manually each time' days), but most of the pages in the various FoV/GoV books seem rather disproportionate on the effort vs reward scale.

    Some are spot-on, like Zeruhn Mines and the ol' Gusgen Mines/Crawler's Nest/Bostaunieux route, but many others require killing mobs that are too far away from each other, so you spend most of your time running to and from spawn points, rather than fighting. Changing the mobs required for some pages or changing the spawn placements of mobs could help open up a lot potential EXP spots, and let people get more use out of the many beautiful zones in FFXI~!


    *- Fields/Grounds of Valor in Promathia/Aht Urhgan/WotG zones.
    It'd help breathe some extra life into the once popular spots, and give people more options to choose from for getting some nice, solo/small group EXP. And with ToAU zones, help people raise their Imperial Standing points once again!


    *- Dancer Waltz timers.
    Mentioned by others a few times before, reducing the recast timers on a few of the Waltzes, or letting them have separate timers, would make a world of difference!


    Those are the main suggestions I could think of; after racking my brain for a bit. They're not as endgame/content focused as many of the great suggestions others have brought up in this thread, but they might help out us more casual players of FFXI a little bit. Thanks for listening/reading to us all!
    (12)

  3. #3
    Player Kuching's Avatar
    Join Date
    Aug 2012
    Posts
    1
    Character
    Kuching
    World
    Cerberus
    Main Class
    PUP Lv 99
    I would like perhaps a "Dispel" Flourish for DNC.

    A minimum of FOUR jumps when going up a ??? floor in the new Nyzul.

    If not that, then maybe one monster to drop a 5 minute time extension chest - it's all we need.

    More AH selling slots, seven isn't enough.

    Allow us to have another magic skill fully merited.

    Allow some of the crafting materials for 110 content to be easier to get.

    Increase the distance one can Deploy their Automaton.

    More inventory space or another "Mog Sack" kind of thing.

    Group the new Nyzul gear into the Storage Slip 01.

    The real Gilgamesh to make an appearance in SoA.

    Give BRDs Massacre Elegy.

    Regarding the new magic/ws/ja icons...I love the WS ones, I feel meehhh about the magic ones, and I really really don't like the JA icons :x Please give them a transparent background, default white looks gross.

    Make bows visable on the back, like in FFXIV.

    Reduce the downtime when swapping BLU spells around. Like maybe 30 seconds.

    Unbridled Learning should allow you to use any BLU spell regardless of it being set or not.

    Make the Harlequin Frame better, like maybe a very fast hitter. It is such a shame that we never see it after Level 10.

    Add Lutes for BRD, makes string skill feel better about itself.

    Have better drops in Legion, so far it hasn't been worthwhile.

    Thanks~
    (12)

  4. #4
    Player ThaiChi's Avatar
    Join Date
    Mar 2011
    Location
    Bastok//Quetzalcoatl
    Posts
    95
    Character
    Kelga
    World
    Quetzalcoatl
    Main Class
    NIN Lv 99
    Quote Originally Posted by Kuching View Post
    I
    The real Gilgamesh to make an appearance in SoA.
    This could work into the story. Kill off the NPC somehow, then have him revived as a Naraka form.
    (3)

  5. #5
    Player dartcron's Avatar
    Join Date
    Aug 2012
    Posts
    13
    Character
    Zart
    World
    Asura
    Main Class
    WAR Lv 99

    My suggestions to Akihiko Matsui.

    First I'd like to respond to Akihiko Matsui comment regarding this:
    Instead of saying what you "don’t want," tell me what you "want."
    The problem with telling you what I want often is relates to things your doing that I don't want.

    for one regarding this post:
    http://www.ffxiah.com/forum/topic/32...-job-abilities

    A majority of them seem like they are very good. All though I still have a few suggestions for them.

    For one the Thief 2 hour is suppose to be a super trick attack, and all 2 hours thus far have been able to be used solo and in groups and can be fairly useful in either situation. So the problem I have with the Thief 2 hour is the possibility of not being able to use it solo when a huge amount of Thieves game play comes from playing with few numbers or alone. What I suggest to fix it is to make the ability a boosted Sneak attack and trick attack ability in one, (two in one), so it could be useful and be used paired with bully or it could be used as a preemptive strike alone if needed and thus still be useful.

    Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?

    So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.

    Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.

    Okay, so the next suggestion I want to tackle has to do with some of the latest information Camate and Okipuit provided, which I read here:
    http://www.ffxiah.com/forum/topic/32...pyrean-weapons

    Basically they stated that if we wanted to add more jobs to relics then, the relic weapons themselves would have to be adjusted for balance, and the same goes for empyrean weapons. Also, I think it was stated that you wouldn't want Runic Fencer or Geomancer to be on any empyrean weapon as it would seem having players on these jobs at release with a super powered weapon like Calabolg, would be bad for the game.

    I think simply allowing Geomancer and Runic Fencer to use empyrean weapons will get more players interested in playing the jobs, and who really cares if these two jobs are effective at release. Who in there right mind would want to play these jobs unless they were moderately effective. Also I must ask the question, are you planning on releasing Empyrean, Relic and Artifact armor for the 2 new jobs? Because every other job in the game has sets of armor from these different areas to give the player options. For example, I don't necessary have to go to abyssea to get some good level 90 armor. As I can get some in dynamis currently for any job.

    So, I think it would be better to have Runic Fencer be allowed to use Calabolg, and Geomancer should be allowed to use Hvergelmir and possibly you should make a Empyrean Bell for Geomancer inside abyysea,(it would probably be the a similar quest line as Ochain), Also I am assuming bells for Geomancer's will be simular to a Bard's Instruments, Or a Puppet Master's controlling device.

    The reason why I think both jobs should be added to empyrean weapons, is because currently each job has a magian trial weapon they can make, and denying them of that quest line is the same of denying them in any other content of the game and this to me says you want the game to be more like World of Warcraft and that you want all the players to play the latest expansion. I can understand the second part, but I like how Final Fantasy XI has almost never outdated its old content and even then it has constantly updated it and that is a part of what I love about the game. If you take that away your making the game more similar to world of Warcraft.

    Also, Magian trial weapons is essentially a free weapon for a lv75+ player that would want to dedicate time into a given job, and they share the same quest line as empyrean weapons so, if your denying the latest jobs a empyrean weapon then you'll also be denying them access to trial of magians weapons.

    In conclusion, I can agree with not having Runic Knight and Geomancer on relic weapons however; I think they should be placed on a empyrean weapon each and, they should be given their own line of Relic, Empyrean and Artifact armor and their +1 and +2 equivalents.

    Anyways the game seems to be in perfect condition currently. I love how it currently is, so I would just like to ask for things to continue to be good.
    Thank you.
    (4)
    Last edited by dartcron; 08-21-2012 at 11:24 AM.

  6. #6
    Player Martel's Avatar
    Join Date
    Mar 2011
    Posts
    253
    Character
    Martel
    World
    Ragnarok
    Main Class
    DRG Lv 99
    Quote Originally Posted by dartcron View Post
    Secondly, the Dragoon 2 hour ability to me it seems like it couldn't even be used realistically. Being as anything that's higher level[110+] anything a dragoon fights with his wyvern will probably die due to area effect damage, so this ability will realistically keep it alive for another 10 seconds maybe?

    So, that's why I think that this should be reconsidered making the dragoons 2 hour ability into a pet invincibility and magic based invulnerability because a Dragoon's wyvern dying is it's biggest problem and the ability your suggesting to help it seems ineffective.

    Maybe instead you could have the dragoon's two hour ability grant his wyvern a high potency regen, in addition to the other effects you have listed plus, have all the other dragoon abilities timers reset. Thus you could keep it alive a bit longer and you would have more use with the ability but, ultimately I think it needs to be a invincibility for the wyvern.
    It IS invincibility for the wyvern. Testing here http://www.bluegartr.com/threads/106...=1#post5356823

    The 2hour grants both physical AND magical shield for its duration(1:30). It also lowered Restoring and smiting breath recasts to 30 seconds, and resets their timers if they aren't up when the 2hour is used.

    So yeah, it'll keep your wyvern alive, for a minute and a half anyway.

    The real issue, IMO is it's extremely limited DD applicability. Seeing as it's still subject wyvern breaths two greatest weakness. Resists vs high lvl mobs, and the breath dmg- that nearly ever NM seems to have.

    It's decent vs normal mobs. Was getting 800 dmg breaths with all the usual breath+ gear(Armet+2, torque, belt.) But I don't need a 2hour for normal mobs. This needs to be useful on high end content... and it's not. When I went to Ig-alima as a high lvl test mob, I started getting 170~341 breaths.

    Defensively, all it does is keep your wyvern alive for one fight.(and you can't lock it on a ???. It'll wear off anyway. I suspect it's linked to the wyvern's duration.)

    Offensively, it's just too weak for a two hour ability. I get maaaybe 1k~2k(assuming zerg lvl ws speed and that breaths don't just get floored in events like legion, avg breath dmg there:17 points) more dmg in breaths, and a live wyvern(Assuming I don't die). Once every 2 hours....
    (7)

  7. #7
    Player Draus's Avatar
    Join Date
    Jan 2012
    Posts
    1
    Character
    Draus
    World
    Asura
    Main Class
    PLD Lv 99

    Don't know if this has been posted

    Would be cool to be able to see skillchains after changing gear

    Edit: Ban all the people that afk in front of mog houses
    (9)
    Last edited by Draus; 08-24-2012 at 07:25 AM.

  8. 08-25-2012 12:36 AM
    Reason
    delete

  9. #9
    Player Abbylu's Avatar
    Join Date
    Feb 2012
    Location
    Bastok
    Posts
    7
    Character
    Abbylu
    World
    Valefor
    Main Class
    RDM Lv 99
    This BLM wants access to more scythe weapons skills! Out of 14 available weapon skills, 4 are out of skill range, which one would expect with an E rating, 3 more are DRK only, and yet another DRK/WAR only. Which leaves me personally, capped at 314 skills, only able to do half of all scythe weapon skills, and there is only 1 that I really really wish I could do! Please, please, make Shadow of Death available to all jobs capable of attaining a level 70 scythe skill!

    ETA: I would also love some adjustment to the gain rate of Summoning Magic skill. I love SMN, but the horrible rate of skill gain is ridiculous. After 3 hours of exp. I had gained 2 points, while my BLU friend had gained 50!

    And, my wonderful BLU husband, asks that you give BLU Great Sword as a main weapon.
    (9)
    Last edited by Abbylu; 08-24-2012 at 10:43 PM. Reason: add smn skill

  10. #10
    Player MarkovChain's Avatar
    Join Date
    Mar 2011
    Location
    Windy
    Posts
    1,429
    Character
    Pimpchan
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    *I want Nyzul to be changed so that it's not as easy to win with cheat tools.
    suggestion 1: reduce floor length, remove lamp order objective
    suggestion 2 (revamp) : allow to start from previouly recorded floor, but instead let the boss have a lower droprate.
    *I want 16 macro lines.
    *I want the ability to dual box (playing 2 characters on one computer) with the official launcher (like I can play on the test server and normal in 2 windows anyway).
    * I want exclusively 6-man-able content (or less, salvage-style).
    * I want more content like sky/legion abjuration where you try your luck to get something worth with synergy.
    * I want new gear model for the new salvage.
    (45)
    Last edited by MarkovChain; 08-22-2012 at 01:05 AM.

    Ultimate DPS simulator
    https://docs.google.com/file/d/0B7wbcilaHsTecldhZm94a1gtZnM/edit

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