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  1. #1
    Player Kyte's Avatar
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    Mar 2011
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    84
    Character
    Kyte
    World
    Siren
    Main Class
    BLU Lv 99
    I realize that WHM is a job that doesn't particularly need help, but I think Afflatus Misery could use some adjustment. Right now it's not really ever worth using over Solace (except for a quick Esuna), even if you are meleeing. The best way to go about this would be to change how the damage-taken is calculated, either making it go off the highest individual hit (and not simply most recent) or by just having it add up damage taken, up to a cap. The latter would be preferable.
    (19)

  2. #2
    Player Diasetsu's Avatar
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    Mar 2011
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    Character
    Diasetsu
    World
    Quetzalcoatl
    Main Class
    MNK Lv 99
    I understand that new 2 hour abilities are currently being worked on and tweaked, but I am more curious if perhaps the original Monk 2 hour Hundred Fists could be looked at. Over the years Haste has become more prevalent for all jobs in FFXI. At one time Hundred Fists was a decent 2 hour, but with it being so easy to cap delay reduction, it has become kind of a useless ability. Furthermore hand-to-hand skill's addition to damage aside, a bare fist Level 1 Monk using Hundred Fists gets 5.4 Tactical Points per hit, while a level 99 Monk would only get 4.6 per hit. Attack Speed stays the same while TP gain decreases, meaning this particular 2 hour gets worse because of Martial Arts traits.

    I have 2 possible suggestions to make this 2 hour useful again:

    A) Remove Dual-Wield and Martial Arts from the delay reduction cap. This would change things drastically for all game play and perhaps unbalance certain jobs however.

    B) Make Hundred Fists cap delay reduction as it already does, but make it supersede Martial Arts traits. Not only would this make the 2 hour of equal power from level 1-99, but it would also give Monks a reason to use it. If I currently cap delay at level 99 with no 2 hour, why use Hundred Fists. But if Hundred Fists acted as if I had 0 Martial Arts traits while still capping delay, I would use it very often.
    (6)

  3. #3
    Player Tamarsamar's Avatar
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    Mar 2011
    Location
    San d'Oria
    Posts
    305
    Character
    Tamarsamar
    World
    Carbuncle
    Main Class
    RDM Lv 95
    Before this thread closes, there are a few more things I'd like to say:

    Allow Mission BCs to be repeated at leisure. Include a "once every Earth day" timer if you must, but I know that there are several people who have done mission fights that were over before they finished clicking through the opening cutscene (most egregiously the 5-2 Nation Mission fight) that would, now at the pinnacle of their limit-shattering power, like to face these former threats for themselves, at their own pace, but are prohibited from doing so (well, without changing Nations, in the case of the 5-2 fight). Furthermore, allow Adventuring Fellows to participate in Mission BCs, because (barring bad coding) that will not break anything that hasn't been broken in half already . . .

    Additionally, if one wishes to recap all of their past achievements, one must pay backsideloads of time hauling their backsides ping-ponging all over the planet, trading random junk to out-of-the-way Goblin Footprints (again most egregiously, the Goblin Footprints located in the Spires of each Crag). This is patently ridiculous, as players should be allowed to recall all these memories from the comfort of their Mog Houses. I don't care if you do it in the form of a Mog Photo Album or whatever, but it should be obvious why such a feature should be required.


    ----


    Finally, in case the very contents of this thread haven't made it obvious enough, Producer Matsui should know that "catching up" on 2 years isn't nearly as important as staying current with the playerbase trends of today, and even tomorrow! FFXI just had its 10th Anniversary. We should be through with looking at the past, and start setting our sights on Vana'diel's future.

    Thank you, very much, for your time.
    (17)
    Quote Originally Posted by Ophannus View Post
    I love back in 2006 when they said Mythics would be the casual-player's alternative to Relic weapons.
    Quote Originally Posted by Armando
    No one at Square Enix has heard of Occam's Razor.
    FFXI Official Forums in a nutshell:

    Quote Originally Posted by saevel
    The stupid is strong here.

  4. #4
    Player Keyln's Avatar
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    Mar 2011
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    138
    I just want to add in for added emphasis.

    Gear sets in macros.
    (13)

  5. #5
    Player
    Join Date
    Aug 2011
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    198
    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.
    (23)

  6. #6
    Player Elexia's Avatar
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    Mar 2011
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    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.

  7. #7
    Player Ritsuka's Avatar
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    Mar 2011
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    210
    A lot of these post SE already answered their question's along time ago but i don't have the time to answer them all so I'm not going to try lol. I'll just put in my 2 cents what I'd like to see

    1) I would like to see more bullet's for cor

    2) Maybe a level cap of 70 for aby so people would have to maybe level their job (prob just book burn then >.>)

    3) Final Fantasy 14 got Battle Chocobo's would be cool if we could do that and maybe use our choco's in battle.
    let us get gear for our choco's too.

    4) We should get the scroll of rebirth for our whitemage's. (Lets you raise with out having a weak stat kinda like ninja's 2hr move)
    (2)

  8. #8
    Player Theytak's Avatar
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    Mar 2011
    Posts
    485
    I've put off replying to this tread for a while so that I could put some serious time into thinking up my response. I realize this will cost me in terms of "likes" which apparently affect the weight of our posts in this thread, but I feel that what I'm going to point out, regardless of how many times it may have already been said by others, is fairly important.

    I also want to apologize to the community reps for the constant and sometimes unnecessary length of my posts in feedback discussions, though I realize that more often than not, they likely get summarized before being translated. However, while brevity is not one of my strengths, my points are always intended to be important.

    In response to what it is that I want, I have many things I want to say, but I feel that the things that need to be said are more important. Our enjoyment of the game as a community is far, far more important to me than my own petty wants, so what I really, sincerely want is for the devs to be made aware of the following issues, and to get some real, in depth feed back on them.

    Before I even cover issues with the game itself, I have several points that concern these forums, the dev's attitude, and the playerbase as a whole.

    - I absolutely understand that translation from English to Japanese is not remotely easy, both in terms of language and cultural differences. I also understand that there are only so many Community reps, and they only have so much time in a day to devote to the translation effort. I think we're all very grateful for the work they do, and I, personally, having nothing but respect for them, especially given some of the inanity they have to put up with. These folks deserve a lot more love than we give them.

    - That said, the difference in feedback we, the English speaking community, get from the dev team, compared to the Japanese players, is really quite infuriating. There have been many times where the English speaking community has been ignored or brushed off with not apparent reason, only to find out after the fact that the Japanese players disagreed with us, and we weren't informed. There is an obvious schism between the English and Japanese players in terms of how most of the jobs should be played, what type of gear should be used (the most starkly different of which is corsair), how various types of content should be handled, and what the issues are, or are not.

    It is absolutely unacceptable that we know that the current status quo always favors the JP players, so much that we consider any issue that we know the JP players disagree with us about to be worth giving up on, because we will absolutely never win. I realize that the community reps are responsible for communicating what the dev team says, but honestly, we need to know what the JP players are thinking, too, and not just when the devs respond to random questions by them and quote them directly.

    - In continuation of that, I would like to also point out how absolutely different the amount of information we receive, and the JP players receive is. Very often, it feels like our feed back is utterly ignored and pointless, because it simply isn't easy to translate effectively. I don't know how exactly the reps go about translating issues, whether they try to go as word for word as possible without going insane, or if they summarize and remove the very frequent anger or frustration we try to make clear, so I don't know how aware the devs are of the fact that most of their responses come across as if they're treating us like uneducated children, and how absolutely outrageous that is.

    - Many of us have been playing this game for nearly or over a decade, and have an incredible amount of knowledge about the game. This knowledge, unfortunately, is very rarely shown by the devs. This is most clearly demonstrated in the very apparent difference in understanding of how the devs think the game should be played, and how we actually play it. Often, reasons for or against something will be given as "but because you can do a number of other things, we have no intention of changing it" or other such infuriatingly vague nonsense. Do the devs not understand that most of the time, the hyper-situational things they cite are absolutely never done by anyone ever?

    - In fact, there are many, many issues that are completely glossed over by the devs as though "you'll figure it out, we don't need to tell you." This is unbelievably annoying. For example, whenever a version update includes new synergy recipes, you line them out, give their level range, and their ingredients. However, you've never once done that for crafting. Instead we just get "new synthesis recipes have been added." I understand that when you want to add secret stuff, you will, that's fine, but this is a matter similar to the blue magic issue. Remember that for years, you would list out every single new spell given for every single job, and then blue mage would get "new blue magic spells have been added." and nothing more. You changed that. We want you to tell us this sort of stuff. Give us numbers. Give us math. We appreciate math. It's an integral part of how our community functions.

    - If I were to include a less serious issue here, but something I personally desire, it would simply be that at least one of the devs (not a representative, an actual member of the dev team) either admit to being fluent in English and beginning to read and post on our boards, or learn enough English to be able to fluently read and reply to our boards. This would go a long way towards improving our opinion of the dev team and how aggravating the situation can get.

    - Honestly, in all, I just want to see more in depth information from the devs. We've almost completely unraveled most of the game mechanics, and the devs need to acknowledge this. Stop telling us "This new ability increases your damage." "This will make you attack faster" and "This will greatly enhance your performance" and start telling us "This new ability increases your attack by x%" "this will give you x amount of job-ability haste" "this ability should greatly enhance your performance by increasing (whatever specific parameters it increases) and decreasing (whatever specific parameters it decreases)."

    - It would also be greatly appreciated if the devs stopped acting like we simply don't understand something when we claim that their idea won't work. We understand how things work very well, and simply giving us vague, maybesortakinda answers is condescending. A very clear example of this; "What does tactical processor do?" got such a vague, unintelligible answer that for the most part, we still have no idea what the hell it does, we just gave up trying to figure it out. We got something akin to "it decreases decision making time for the various decisions the automaton AI makes" without telling us what in the world those decisions are, given that there is absolutely no apparent difference in what it does with and without the tactical processor.

    Now, to speak towards the game itself;

    - As many people have already and repeatedly asserted, the enmity system needs to be completely overhauled. This system simply has not scaled properly since the level cap was lifted. I've completely lost any interest in playing my pld, because maintaining hate control is utterly impossible.

    - Also very frequently pointed out, inventory is perpetually an issue. Every time you give us more space, it takes less than a week for us to be right back to where we were. The reason for this stems from the absolutely absurd amount of utterly specific gear that more and more frequently worth using, as well as the large number of items that cannot stack, or have very small stacks, for nor no apparent reason.

    - I understand that you think the incredibly weak juice/au lait effects would be overpowered some how, if they could stack, but that is simply not the case. The same is true for medicines, at least playermade ones. Potions and Ethers are pitifully weak, rather annoying to make, and completely impractical to use because they don't stack. I understand that some things shouldn't be stackable, but these very minor healing items? Those aren't included in there, no matter what you may have convinced yourself of.

    - When you're creating new NMs for us to fight, please, please, please get rid of the "Give it a thousand instant KO TP moves. That makes it hard, right?" mindset. Every single fight that's been added post abyssea can be, or has to be, done via heavily melee zerging with Perfect Defense or Fanatics/fools drinks. That's not difficult. That's obnoxious. One or two fights like that is fine. Every single one for the last 2 years? That's not fine. Give us dynamic fights, where the NM might have one or two annoying TP moves, or maybe a one time per fight KILLYOUALL move that can be avoided if you do it right, but the focus of the fight is that it takes time and intelligence to win, not having a dozen well geared melees mindlessly beating on it to kill it before one of it's numerous alliance killing moves goes off.

    Some fights need to favor magical/ranged damage, some fights need to favor physical damage, some fights need to favor a balance. Some fights should be nothing more than an endurance brawl, hammering away at the monster and trying to out last it (read: not an 18 hour endurance brawl, but if a mob has a particularly good drop, that drops with some degree of regularity, but takes a good hour or two to kill, purely because it has a lot of HP/defense? That's fine.) However, a very, very, very small number of fights can rely on luck, but luck should not play more than a minor factor in most fights, as opposed to the huge factor it plays in every fight.

    - Related, the issue of drop rates. The more annoying a fight is, the more difficult it is, the better the drop rate should be. a 1-5% drop rate on a fight that most people can solo in their sleep, while incredibly annoying, is fine. a 1-5% drop rate on a fight that requires 18+ people in incredible gear and a good 30-60 minutes of focus is absolute unacceptable. Further, putting all the effort into claiming/popping and killing a particularly nasty NM should absolutely never result in "nothing of value dropped..." Not one single time. That's insulting, demoralizing, and utterly pointless.

    - Finally, and perhaps one of the biggest things: To each individual member of the dev team: Do any of you actually play this game in your free time? Not as a dev, or as a GM, but as a regular player. As far as we can tell, none of you do, and that is very apparent in your decision making and stated priorities.

    As for what's left, these are all minor or unimportant things I would personally enjoy seeing:

    - A minor, but very long standing annoyance; HQ material items. I could, for example, save a good deal of money by making my own tortillas, rather than simply buying them. However, because of the level my cooking is at, more than Tortillas, I'll get Tortillas Buenos, which are absolutely useless. It makes absolutely no sense that just because I got a lucky HQ proc on my buffalo jerky or my stone cheese that I suddenly can't use it in the same recipes. Do you have any intention to correct this glaringly ancient issue, other than the 80k GP rings? It makes no sense that just because I've turned out Bison Jerky instead of Buffalo, my chef skills are suddenly to little to know how to chop it up and stick it in Carbonara... This doesn't affect just chefs, either, though cooking has the most numerous cases.

    - Tell us, once and for all, whether there is any difference between the four animators aside from the Dex and the HP/MP on the animator +1. In depth, if there is.

    - Be honest with this one, was giving puppetmaster throwing skill, but no ability to use throwing weapons, while giving blue mage throwing weapons but no throwing skill, simply a mistake on someone's part that you've been to embarrassed to correct? If not, what in the world went into that decision, and do you have any intention to change that situation in any way? I'd love an answer to that.

    - Bacon. Not gimmicky bacon like the cheese sandwich (which does nothing worth while and is obnoxious to make). I mean honest to goodness Bacon that does something awesome that does justice to the delicious taste of bacon. For example, Crispy Dragon Bacon (HQ: Meaty Dragon Bacon) could give a moderate increase to attack/r.atk, double attack, and store TP, but be annoying to make.
    (20)
    Siren Server since 2004
    AKA Lady Jinte of Allakhazam
    Quote Originally Posted by SpankWustler View Post
    Nutcracker had trained for years to crush the crotch and/or obliterate the ovaries of each and every monster in Vana'diel. Not even some weird thing that fish have called a "cloaca" could stem his robotic rage towards reproductive bits.

  9. #9
    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!

  10. #10
    Player Hashmalum's Avatar
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    Apr 2011
    Posts
    201
    Character
    Hashmalum
    World
    Ragnarok
    Main Class
    RDM Lv 99
    Hello, Producer Matsui. I hope you are in good health and haven't exhausted yourself already with all this reading you promised to do! I would suggest that if this sort of request for feedback, with a promise of all replies being translated and read, were normal instead of a special occasion, maybe there'd be less of a backlog of requests? Now, on to my main concerns. I'll try to keep this short, but I'm afraid it's still a lot.

    First of all, we understand that FFXI is a very large and complex game, and development team time is limited. So, why not let us do some of the work for you? I don't mean necessarily 3D modeling, or story writing, but what about crowdsourcing requests for specific information? For example, a while ago you rejected revisiting the 15 minute NM ??? pop timers and making them shorter, because there were so many of them. Why not ask us to compile a list of every force pop NM ??? in the game, organized by zone and with the exact object ID number from the .DAT files (which we know how to read)? In order for us to do that, as well as to give proper feedback on other matters, please be as detailed as possible in your responses to us. Instead of saying things like "it would upset the balance", tell us what the scenarios are that you are worried about, so we can either argue our case or modify our requests. Or ask us for things like the exact .DAT file names that contain an issue of some sort.

    Second of all, there have been a couple of quality of playing experience issues which have plagued the game for the duration of its existence that should be taken care of. One of them is the amount of time we spend in transition from one zone to another. This is especially harsh on those of us who use secondary characters for storage purposes--to send an item to our main character, we zone in to our mog house (with zone delay), log out, log in on the storage character (with zone in delay), leave the mog house (with zone delay), send the item, enter the mog house (with zone delay), log in on our main (with zone in delay), pick up the item from the delivery box, and finally leave the mog house (with zone delay). That's half a dozen or so long delays. Why so long? The client is downloading the same data over and over and over again: the character data, linkshell, maps, inventory, spells, job abilities and traits, the location of green-named NPCs and objects 90% of whom never move. This data should all be cached client-side. I know the consoles might not have the room to spare, but at least the PC should not be so handicapped.

    The other longstanding issue is the issue of "phantom interrupts". You move into position, stop moving, ready a ranged attack or spell, and see it fail. You get the message "You move and interrupt your aim." But you didn't move! I suspect this happens when the packets arrive out of order. Even a 16-bit sequential number assigned to each packet would allow out-of-order packets to be detected and ignored when appropriate (that is, when they would move you in mid-spellcast or mid-aim).

    Third of all, as a Red Mage, I welcome the recent changes to enfeebling magic, but they don't go far enough. Monsters like mantids, iron giants, Shinryu, and so on whose ordinary attacks are actually special moves make Slow and Paralyze useless. In addition, monster TP abilities have been getting more and more powerful, and are used more and more frequently. For the enfeebling role to be relevant again, we must have spells to help control the TP ability menace. Whether it is Amnesia, "Paramnesia" (Paralyze for special abilities), Plague, a sort of Addle or Slow for special abilties, Inhibit TP, Max TP Down, Confusion so the monster's special moves might hit itself, or even an ability to make a monster forget the last special ability it used for a little while, we need something.

    I play this game as much for the story as much for anything else, and so I would dearly love to see any new spells and new abilities you create be earned by questing with the kind of storytelling that Square-Enix is famous for. I was disappointed to see things like Metor just being given out as random rewards from high level content. I did and enjoyed the quest chains that resulted in Warp II and Sleepga II and want to see more content like that.

    Speaking of earned abilities, I'd like to see more "monster only" NM abilities be made available to players in some fashion, one suitably challenging of course. I mean things like multiple pets at a time like certain NM Beastmasters, or multiple elemental summons at a time like certain NM Summoners, or Utsusemi clones like certain NM Ninjas, or a Cosmic Elucidation skillchain like Tenzen's.

    I'd also like to see more content like Trials of the Magians or the Einherjar therion ichor system that let you gradually work towards your goal, rather than relying on luck or money. In fact, both could use more content. What about adding some elemental shields that even non-Paladins can use, or some useful level 90+ ichor gear?

    Finally, with content such as the hated 1500 Heavy Metal Plate trial, the RMT vermin have been given new life. And the new Nyzul Isle content has brought a new surge of cheating. The honest players want to see this sort of thing smashed flat. Never give up the fight against the RMT, both buyers and sellers. Never give up the fight against Nyzul Isle cheaters. I'm hoping to see many bans in the future.

    There's more I'd like to ask for, lots more, but I won't burden you with it now. You're so busy already so I'll make my requests through the usual channels instead. Good luck and take care!
    (8)
    Last edited by Hashmalum; 08-27-2012 at 03:11 PM. Reason: forgot monster only abilities

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