Yes I think it needs to be a limited selection. Maybe minor skills that will not break the Trinity but still fun enough to have. As of right now there’s barely any slot left for those using controllers to put their skills.
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A way out their feature that won't ever happen, but something I think would be cool, is Job specs. Like DPS Warrior, or Tank samurai. or like different flavors of dps for Summoner where one focuses on DoTs and the other focuses on bigger summons. But, if not, then some greater job customization.
-bangaa
-wyrmtamer(learn skill by killing dragons)
-artillery master
-adding later
Ideally, more so than any one key feature that works great as an advertising point but inevitably falls through as half-assed as per those prior, I'd like to see several sensible general improvements:
- Item bloat consolidation and retainer reforms;
- Leveling cohesion improvements;
- Character customization improvements, especially with regard to choice of emote, voice, and animation sets, including on-the-fly 'mood' sets with deeper cutscene interactions;
- Adjustments to alt interactions, including optional account-wide benefits such as to one's Armory Bonus and optional story interactions with one's main by way of reference and potential quest-skipping;
- "Living world" adjustments, with due effects on FATEs, market standardization and flow, and crafting opportunities;
- Adjustments to Squadrons, Chocobo training, and Trusts, especially across earlier levels, to allow for greater quality and cohesion in and between each;
- ARR and HW zone improvements, complete with pre-patch rewards as reasons to use New Game+ or create alts to view said improvements;
- Central zone mechanics in new zones by which to offer a bit more specific gameplay to zones and sections therein, such as migrating herds, key monsters, environmental dangers, unique modes of transport, or the like;
- Improvements to in-game learning features, such as the addition of a far more useful parser than is provided by ACT, in-game guides, and a revised Actions & Traits pane that can now act as a manual, organizer, and simulator for combat considerations, rotations, and the like;
- An Enmity system rehaul;
- Greater active mitigation across tank kits;
- Improved button-efficiency across all kits;
- Retuning of mob damage and damage procedures as to allow for more eventful, healing (neither spammy nor based solely in minimalization atop greatest per-GCD output);
- Greater means by which to have meaningful (teamwork) capacity outside one's own role within job kits, predominantly through undermechanics rather than specific kit actions;
- Jobs reforms such that each in a given role provides equal capacity on the whole, nearly equal capacity through the majority of its parts, but via very different methods as to remain distinct from each other, with Role Actions removed in favor of job-unique means.
Etc., etc.
Long story.
But, to put it shortly: actual and varied AI, rather than a mere table at which to stay atop of.
The largest effect, though, is largely on tanking (though not necessarily just by "Tanks"), such as in baiting, being more or less perceptible, etc., predominantly through undermechanics such as visibility or focus rather than basically use-on-CD abilities like Provoke-based-circle-Shirking and Diversion. That's why I've called it just an enmity rehaul for now: it most affects those whose concerns are enmity and all other parts first require said changes to enmity (and its effects on mobs' targeting procedures).
Well in FFXI it was entirely possible for smart DPS to rip emnity off the tank when ever they wanted to. In fact for a bit it was a frequently used mechanic in exp parties using a traditional party format as it usually involved a second DPS stacking sneak and trick attack to land a heavy hit that the tank would effectively be blamed for. However I found out around when the treasures of aht urhgan that it was also possible in that game for a DPS to literally break the emnity mechanic during a fight when I closed a lv 3 skill chain using my relic scythe on one of those HNM mummies for something like 17K damage setting off an unresisted skill chain effect for over 30K additional damage. At which point even the PLD using their 2H ability which should always place them at the top of the emnity chart failed to pull it off me.
That sounds awesome! I support this idea!
I heard that they had plans for this in 1.0. But like a lot of ideas, particularly of the sandbox or open world kind, were scrapped in favor of making A Realm Reborn a themepark. :<
I really hope they bring back some of these ideas, though.
Honestly, I think ArcheAge would have been very successful, were it not Trion and the payment model of the game. There was a lot of hype and excitement for the game. There's been a lot of hype and excitement for any sandbox online world, until unfortunate payment models surface. Black Desert Online is surprisingly successful, despite these elements. Because of the simple presence of sandbox elements.
I really think it would be great for Final Fantasy XIV to take inspiration and learn from ArcheAge.
Well, with the revamp of ARR's MSQ and the NG+ feature it gives replayability to a lot of old content.
I wouldn't mind a revamp of 1.0, or FFXI content. Even if it were a complete remake that condenses and focuses on the key storylines of the original FFXIV- and/or FFXI- I think it could be a pretty popular thing. Perhaps too vast an undertaking for side content- so this is less of a 'what I think could happen' and more a 'I would be interested in seeing it'.
The ShB equivalent was definitely the world visit sytem.
Flying and Swimming were both modes of transport, referenced canonically in game.
World Visit might have come (barely) before the actual launch of ShB, likely for technical reasons, but the link to travelling between the Source and the First is undeniable.
As for what could be added for 6.0?
Honestly I think they're running thin on ideas like this, I feel like they planned for these three things and they're spent.
They may try to come up with something new, but it won't have the same impact.
I suppose if 6.0 has a time travel plot again they could reference the completion and streamlining of NG+.
Or maybe a new form of instanced housing could be referenced, but that's a long shot.
I think it'll be trust 2.0 for 6.0 and graphics update for 7.0