I don't think they can do that since it would likely conflict with the way Trusts recover while out of combat.
Not 100% certain on that, I mean I like the idea myself though. Would be great function for Bard Trust at least if anything.
I don't think they can do that since it would likely conflict with the way Trusts recover while out of combat.
Not 100% certain on that, I mean I like the idea myself though. Would be great function for Bard Trust at least if anything.
I had a couple suggestions for Trust that I wanted to share.
(PLAYER REGENERATION was already posted in the "Quality of life thread" but I'll repost it since it's related to Trust.) - it wasn't called player regeneration though.
PLAYER REGENERATION
Why not have player hp/mp recharge just like Trust members when not in battle.
It seems silly to me that I occasionally have to /kneel as a mage when all the other members in my party are quickly full.
The trust regeneration works very well. It runs off clock ticks and gradually increasing in strength. Feels very similar to how they have it in ffxiv so you can refill as you run around.
Since the game seems to be changing in it's direction, it might be a good idea to update/remove that /kneel resting.
I was also thinking, and this works well with trust parties. That rather then having to /kneel during battle, you could add a "Rest" command to the battle menu. Using Rest would forfeit your ability to attack, but you would recover hp/mp while it's active. Moving or using an action would cancel your "Rest" status.
Rest could either act similar to /kneel, or like the Trusts out of battle regeneration.
TRUST SUB-MENU
Right now when you access trust from the menu (battle or field), it goes straight to casting trust members.
I thought you could do alot more with trusts by adding a sub menu with some commands that could be used with your trusts.
You could change it to something like...
TRUST
>>
CALL TRUST MEMBER
TRUST COMMANDS
CALL TRUST MEMBER would do what TRUST does right now and TRUST COMMANDS (or just COMMANDS) could add different commands.
For instance a REPOSITION PARTY command would be nice. Something that when used would allow your trust members to move around the mob to a location benefiting their job. (Thief in back for instance).
If you added the REST I mentioned earlier, you could use REST in this menu to subtarget a member of your party (would be used for mages) to ask them to REST.
A POSITION command would also work well, here you could subtarget a single trust member to postion him in relation to the enemy (front, flank, front-right, front-left, right-flank, left-flank, left side, right side, ranged)
POSITION
>>
FRONT
FLANK
(ect.)
>>
(Subtarget to choose member)
another command could be PARTY where you could set up a reusable party.
PARTY
>>
ACTIVE PARTY (active party would reuse your last set up - great for zoning)
CREATE NEW PARTY
>>
MEMBERS? (1-4)
>>
SELECT MEMBERS (pull up trust list and select members)
>>
SELECT POSITIONS (OPTIONAL)
I did have another suggestion for allowing Trusts in ENM/BCNM though it was answered by a dev here: http://forum.square-enix.com/ffxi/th...091#post552091
In the thread the devs mentioned they're planing to lift the cap for ENM's and allow Trust. In my mind it shouldn't be too hard to allow trust, so my suggestion would be to allow trusts with the cap until they get around to lifting the caps.
I'd also like to see the allowance of trusts in bcnm as well.
There are also those level 20 quests V.E.R.M.I.N. - It would be nice to see trusts aloud in there.
macro command for trusts:
/tc
Here's another one. You could create a 9-point grid around enemies. and have the NPC trust members reposition every few in-game ticks. Each player could have a positoin they generally hold. The enemy would hold the center of the grid tanks hold front, thiefs back and even create a casting/ranged space. DD could stay left and right.
If two NPC trust members hold the same space they could share, similar to the mob AI and stand next to the other member.
A suggestion here, Apururu needs to be nerfed, everyone has been switching to her unity to have a very competent healer which then results in people like me who don't need a healer trust to switch so that our unity buffs are always at their strongest.
So as a result, Apururu Unity will always be #1, so as I say Apururu needs to be nerfed, alternatively I would suggest that one of the healer Unity NPCs be made to have similar AI behaviour to Apururu to compensate for her nerf while not giving too much incentive to being in a certain unity.
Alternatively, change how Unity specific equipment stats work so it's not based on overall unity rank but your own personal ranking, so as long as you do a bit of Unity objectives you get the full bonus so anyone can be in any unity they choose and the whole overall ranking can just be cosmetic.
'Don't ever, ever try to lie to the internet. Because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.'
- Lord Gaben
Speaking of Trust suggestions. Will we get Zonpa Zippa (S) and the 4 Ace Cardian trusts?
'Don't ever, ever try to lie to the internet. Because they will catch you. They will de-construct your spin. They will remember everything you ever say for eternity.'
- Lord Gaben
That wouldn't really be right without having all five out at once...
Speaking of which...
Let us summon five trusts, at very least in sets. Maybe five isn't right without them matching, so maybe it can only be as pairs. A few suggestions:
- The Serpent Generals
- The Mythril Musketeers
- The Ministers of Windurst (Past or present; this one may need some work.)
Zolku-Azolku,Zonpa-Zippa,Kayeel-Payeel,Gairi,Nyumomo,Lutute just to name a few. O can't forget kang Robel-Akbel. It would be cool if the ark angels could be gotten as trust.
Don't know if it's been suggested yet, but maybe a few options of how you want your trusts to behave would be nice.
I just got my first trust from Windy last night.
I would love to switch her between "Conserve MP" and "Do Whatever" stances.
Or maybe a drop-down box of preferred spells to cast.
Edit:
I'm gonna elaborate a little more.
Each trust has a 3 square action bar.
First square is stance: Conserve MP or Free Form for spellcasters and a defensive/offensive option for others.
Second square is a drop down. Commonly cast spells/abilities with checkmarks for which ones you want them to use.
Third square is the same, but for the skills/spells you don't want cast.
I hope this at least looks good on paper (I'm still new to the game).
Last edited by silverwell; 07-07-2015 at 12:21 PM.
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