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  1. #471
    Player FrankReynolds's Avatar
    Join Date
    Mar 2011
    Posts
    2,592
    Character
    Mrkillface
    World
    Cerberus
    Main Class
    MNK Lv 99
    Quote Originally Posted by Eyeballed View Post
    Hey, I've got an idea; If we mean to stop using this thread as it was intended then let's make another thread so Matsui doesn't have to wade through opinions and plausibilities unnecessarily? Others may have yet to post, though doubtful, but they deserve to have the same visibility the rest of us have.
    The translators will just skip those posts (and yours too). Settle down.
    (3)

  2. #472
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    Not many players still care about Campaign, but some of us exist.



    I want to see a means of calling for reinforcements during a battle.

    I also want to see an elimination of undefended enemy posts. Since the changes made to fortification points, there's no strong incentive to attack the post; it would be better if all offensive Campaign Battles had enemies populating the posts.
    (15)

  3. #473
    Player Ntwadumela's Avatar
    Join Date
    Aug 2012
    Posts
    2
    Character
    Ntwadumela
    World
    Carbuncle
    Main Class
    BRD Lv 99

    What I want and what will be are probably two different things.

    I don't know if any of this has been touched on yet but, I want to have BLM be the TOP elemental damage caster and Ranger be the TOP Damage Dealer scaled down to Dancer being the least damaging DDer because of thier survivablity aspect. Ranger being highest because they pay for thier damage.

    I want 100 storage across the board. I want to not lose my Blood pact because the monster died or went out of range. I want to be able to store my Kirin's Osode. I want abyssea to be minimum level 75... so that new peeps can learn the game and have other new peeps to learn with and do quests with.

    I want Nyzul Isle uncharted fixed so peeps don't have to cheat to win. I want to have treasure hunter fixed or have a skill based type of TH implemented. (ie: a 6 man group takes on a NM... 2 of the members weaponskill chain and the BLM does a MBurst, the group should have a higher drop rate than a group that is unskilled and/or zergs the NM.)

    I want Relic weaponskills to be revised and or thier stats changed so that they put out better damage.

    I want and am begging for a few more places to get Meteor as a drop. I dont think our Dev. team intended Meteor to be a relic spell.

    And lastly after skimming through most of this thread...I also want producer Matsui~San to take this thread with a grain of salt, if we did everything everyone listed we would have to change the name of this game to Final God XI online where everyone runs around on any job and kills everything solo with one swing of thier pinky toe.
    (8)

  4. #474
    Player svengalis's Avatar
    Join Date
    Mar 2011
    Posts
    917
    Character
    Gudda
    World
    Phoenix
    Main Class
    NIN Lv 99
    It would be awesome if we could buy back items recently sold to npc.
    (19)
    it's what you learn after you know it all that counts

  5. #475
    Player Ryanx's Avatar
    Join Date
    Mar 2011
    Location
    Canada
    Posts
    117
    Character
    Ryanx
    World
    Asura
    Main Class
    DRK Lv 99
    I think it would be cool to be able to change race even if it was a paid service I would be fine with that.
    (14)

  6. #476
    Player Mayoyama's Avatar
    Join Date
    Mar 2011
    Location
    Windurst!
    Posts
    338
    Create a higher level BLM self-target (or party member) spell called "Return" that would send you back to your home nation in the present (like Retrace). It could function like using an outpost, and it could share recast timer with Retrace (Since I know the game is near its limit in individual timers).

    I know there are several methods for travelling to one's home nation, but having it in spell form would be awesome.
    (21)
    As I stand looking out from my mog house window, I reminisce about the old days and the many ups and downs of my adventures throughout Vana'diel.

    It is then that I know achievement.

  7. #477
    Player Waldrich's Avatar
    Join Date
    Mar 2012
    Posts
    134
    Character
    Waldrich
    World
    Asura
    Main Class
    WHM Lv 99
    What I want to see removed:
    #1 - Remove all *Wait till JP Midnight* restrictions for quests/missions.
    #2 - Remove all *Wait till next conquest tally* for quests/missions.
    #3 - Remove all *Unnecessary time sink* for old quests/missions.
    #4 - Remove all *Unnecessary restrictions for old quests/missions.

    What I want to see added:
    #1 - Add *New Summons*
    #2 - Add *New Blue mage spells*
    #3 - Add *New Job Abilities*
    #4 - Add *New Teleports*
    #5 - Add *New Supportive abilities*
    #6 - Add *New Quests* that worth the time to do.
    #7 - Add *New Help text for all Spells/Abilities/Job traits*
    #8 - Add *MORE PEOPLE INTO THE GAME*

    What I want to see Adjusted:
    #1 - Adjust *Neo Nyzul Isle* Make it skill-based not lucky-based. *It's Doable for certain players who met alot of certain requeriments, DMG-wise, Support role job-wise*
    #2 - Adjust *Imperial Army I.D. Tag* 1 each 12 hours. stockable too
    #3 - Adjust *NM Lottery Spawn System*
    #4 - Adjust *NM Timed Spawn Conditions*
    #5 - Adjust *Old Salvage drop rate*
    #6 - Adjust *Old Limbus drop rate*
    #7 - Adjust *VNM* Make it pop in specific places.
    #8 - Adjust *Sacrarium*
    #9 - Adjust *Enmity System*

    FOR THE GOD's SAKE, ADD NEW 30 MIN EVENTS FOR 3-6 PLAYERS.
    (24)

  8. #478
    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)

  9. #479
    Player wildsprite's Avatar
    Join Date
    Mar 2011
    Location
    Heavens Tower, Basement, Windurst
    Posts
    520
    Character
    Kitanashia
    World
    Cerberus
    Main Class
    SMN Lv 99
    pretty much everything in this quote

    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 ....?"
    (7)
    Try to have fun or it isn't worth playing

  10. #480
    Player Sunrider's Avatar
    Join Date
    Jun 2012
    Location
    California
    Posts
    138
    I seem to be asking for a lot, don't I?



    I want to see native, Red Lotus Blade, Seraph Strike, and Sanguine Blade for RDM.

    I want all jobs to recieve a native Dual Wield trait, without a delay reduction. Dual Wield with delay reduction should be reserved for NIN, DNC, THF, and BLU.
    (9)
    Last edited by Sunrider; 08-23-2012 at 06:37 AM.

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