A simple XYZ slider to move items around would solve 99% of housing issues with placement.
Hell i've seen people do it via external tools, but its not worth risking a perm ban for a good looking house.
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I'm sure this has already been said a few times, but I'd really love a glamour dresser in our apartments/houses.
A much higher amount for the black list with a sorting feature
Linear combos mapped to a single button to save hotbar space.
Ability to change Blue Magic spells regardless of cooldowns or active effects.
Aetheric Mimicry not needing to mimic actual players, just a cycle through all 3.
Probably remove the 24 spell Blue Magic Active Spell list and just have more spells share timers.
Let Blue Mages join PF groups based on their mimicked role without having to change jobs and swap.
Allow cross-world parties to see Blue Mage roles.
Base Materia on level, not item level.
Add Aetheryte Tickets to the Nut Sack exchange.
Never bring up Hildibrand again.
I'd love it if we had intelligently-designed queueing that could selectively pull your character from one instance to another. As it is now, you can't do what seems like half of the solo activities in the game while you're in a long queue without canceling it and losing your spot.
Want to pop into Eureka or Diadem while you wait for a long queue? Too bad, only one instance or queue allowed. Want to complete a job or MSQ quest that has a solo duty? Too bad. Want to farm a glam in an unsynced dungeon or a variant dungeon or a Trust dungeon, alone, where you will not waste anyone's time but your own if you have to leave? Too bad. Want to world-hop to check for deals on the marketboard or look at a friend's house? Too bad, it uses the same queue server for some reason.
...Want to ocean fish? Too bad.
Leve Quest History tag under Leve Quest window so we can re-select the same leves with ease
1. Get rid of unnecessary confirmations. We shouldn't have to select Yes or No for things like opening doors, which cost nothing, and only take a few seconds to undo.
2. Escape key clears target before map.
3. Add healer practice dummies, with simulated damage rates appropriate to level so we don't have to practice on other players.
4. Let us gain XP for different jobs than the ones we queue for. (Level your 50 DPS by running dungeons on your 90 healer or tank)
One problem though: You could level everything with your tank, and learn nothing about playing the other jobs.. )
5. Make "Reset Striking Dummy Enmity" clear all of them, not just the one your have targeted.
6. Map heading line. Instead of the light cone we currently have, draw a line that extends from your map position all the way across the map so you can target your destination exactly.
7. Attack while mounted (with automatic dismount on attack.)
8. Examine Player shows what mount they're on.
9. Make AFK logoff maintain at least 100 empty player slots so we don't have to wait every time we log in.
10. Request authenticator code only if computer or IP address differs from last.
11. Private DPS / healing meter that compares your output with a 10 day average for the current instance. (for same job).
I would suggest to spend some time in real life as well to increase your life quality.
Shoulder pad remover/toggle.
I dislike hunky shoulder pads ruining most armor
During character creation, clarifying which options are dependent on the chosen face.
One of these days I'll properly write up this and suggest to the GM / post it on the User Interface sections of the forum, but I haven't bothered yet. (You know that making suggestions from inside the game is a thing... right?)
A toggle on chest pieces to remove parts that hang off the back or below the waist. Things like capes and long skirts, or whatever the hell that is on Squall's jacket. There's a bunch of pieces I'd love to use, but there's so much extra crap on them that they just sit in the glamour dresser forever.
A few things I would like to see:
1: Glamour log - I like to collect things and I feel like this would not only be a massive QoL improvement but also provide a ton of content.
2: More glamour slots - 20 slots means I can do 1 glamour for each combat job and then like 1 crafter/gatherer. Why can't all my jobs/classes look nice and unique?
3: Portraits - I would like them to just work, no jank, no having to constantly make sure I didn't accidentally break something.
4: Confirmation prompts - If I click on a door or lever in a dungeon then chances are I want to use it.
5: UI clutter - Currently if I want to check Custom Deliveries I need to open 3 windows, Timers - Custom Deliveries - whatever character. This gets extended even further if I check where to collect something or what I need to craft something.
6: Custom Delivery bonus - Would like to see who has a bonus before clicking their name and what the bonus is on. You can literally just add "BONUS" with an icon (like crafting, gathering or fishing) next to whomever it is available on.
7: Achievement overview - I would like to see an overview section that lets you know how many achievements you have completed in a section and overall completion. This would help with knowing where I can focus next and it would look nice to see my progress.
I can go on and on about what I would like to see but this is what currently comes to mind. It's the little things that really add up and makes some aspects of the game feel unpolished or annoying to deal with.
Let me turn in multiple stacks of materia to Mutamix for transmutation. (ᗒᗜᗕ)՛̵̖
Also, let me select multiple stacks of items to buy from the market board. ( ͡° ͜ʖ ͡°)
Stop taking my skills away when I level sync, just lower my stats and damage/health numbers instead.
I am fully aware that this will never ever happen.
But the name of this thread is not "what do you think will happen" it is "what do you want".
When using the aesthetician, allow the hairstyles you pin to be saved. This would make it easier to change between the handful of favorites.
You can pin hairstyles but they are forgotten when you leave.
Allow linking hairstyles and other aesthetician options such as face paint or facial hair to glamor plates. Some outfits look better with specific hairstyles (e. g. to avoid clipping with headgear).
Provide some kind of feedback when missing a positional weaponskill.
Challenging solo-friendly content with actual worthwhile gear rewards. Think something in the vein of savage difficulty, but without requiring you to herd seven cats for however many hours a week it takes you to get the job done. It may not sound like a QoL improvement per se, but it would make the game worlds better for those of us that just can't spare the time to raid like madmen anymore. I'm certain some posters will treat this as some form of blasphemy, but eh, whatever. How people get gear shouldn't matter as long as the challenges they had to overcome to obtain it match up to the item level received.
Could be as simple as allowing people to get upgrade materials for tomestone gear. That way, it doesn't upset the balance; savage raids remain required for full BiS, while those engaging with other challenging content can simply reach the maximum possible item level via fully upgrading their tomestone gear more quickly than would be possible simply by relying on 24-mans. Well, I suppose marginally less than the maximum possible item level since their weapon would always be slightly behind.
HATS DAMN IT
For Triple Triad, I'd like to see the option to use a random hand when selecting your deck that grabs a random card of each rank from your collection. The purpose of this is to make playing a friend something with a lot more replayability--something you can do for a while while chatting or something. Currently, we only have 5 loadouts and the "recommended" option which is always the same deck based on your collection, and that makes the game get very stale very quickly. But if we had the option to pick random hands each time, every game would be different, so you would be able to just play with someone over and over if you wanted without needed to try and manually change your loadouts. Or you could give us the ability to challenge other players to draft matches like with what happens in open tournaments. Similar concept, but you have a few options to pick from randomly each game.
The single biggest flaw with Monk isn't Riddle of Wind. It isn't Anatman either, nor is it Six-Sided Star.
The single biggest flaw with Monk is the lack of a special job UI element to track the Leaden Fist and Disciplined Fist buffs. These buffs are absolutely central to playing Monk, you always want to know if Leaden Fist is up going into your Opo-Opo Form (which is occuring about every third GCD total) and you always wanna know how many seconds are left on Disciplined Fist before you have to refresh it.
These buffs are as important for the Monk's rotation as Astral Fire/Umbral Ice are for Black Mage or the Bard's songs, yet unlike either of those they are not tracked in a job gauge but instead have to be tracked via the little symbols within your regular buff list.
This is horrible and amateurish and I believe a big reason why new players struggle with Pugilist/Monk. Please add special trackers for those two buffs, it would really help to round out the Monk experience.
Heck, they could even just have Bootshine be replaced by / upgrade to another action with a separate icon (or change Bootshine's icon itself) while under Leaden Fist. But there should definitely be something more than just the single status effect icon, yes (though I'd prefer it be optional and detachable/separate if added as a Job UI component).
__________
For my own $0.02:
1. All buff skills should be able to show on their icon their remaining seconds of duration while active (superseding the cooldown time if they're applied by a CD) and that all ally- or enemy-affecting status effects should be able to show their time until their end (on the ally or enemy they affect if placed on CD, the most recent ally selected if a spammable buff, and on the most recent enemy selected if a spammable debuff).
* In the case of shields or the like that'd normally be expended before timing out, don't bother with the duration indicator unless it's about to fade (faint red overlay and subtle timer for the last sixth of duration), and instead just use a subtle overlay to show that the target already has that particular action's (or that of any action it can't stack with) full (blueish) or partial (yellowish) shield on them.
2. Make it so ALL parameter/party/focus/target/etc. bars can properly display barrier HP (and finite healing negation, if that ever becomes a thing), the expected damage/healing they will take from the next tick of periodic damage/healing afflicting them, and the total expected damage/healing they will take from the full remaining durations of periodic damage/healing afflicting them.
Inventory:
It would be nice if materia and dyes could have their own inventory interface but not an actual inventory space. Rather something like the island sanctuary one. This way, when we open the dye interface we can see a counter of how many we have of each dye, and we could drag and drop them out to sell/trade etc as we do with crystals. We would also not need to have them on us at all times to dye glam or furntiure etc.
A similar thing for materia just showing up in the melding interface and being draggable to trade/sell could also be nice. And if this is too much of a hassle, maybe just the option to "use item" to store, or keep it as a physical item so it remains tradable if people prefer it that way?
Retainers:
The entrust duplicates function has been a game changer. It would also be nice if we could designate a preferred "type" for each retainer such as stone and metal or reagents etc, and get a button that says entrust all of x - for crafters who hoard mats like myself this could be a nice QoL.
Mutamix:
An option to whitelist and blacklist material to use, so people might use the random transmute option more without risking losing the good stuff they got. Maybe a bit more confirguration setting when it comes to grade and number but this could risk bulk devaluation so it needs some consideration, I suppose.
Job UIs need an overhaul. A lot of the stuff that's essential to your job is not on it. And since we have the dumb 2 minute meta we might as well incorporate a timer into the UI as well.
Also, why can't job UIs not TURN INVISIBLE when you're out of combat?! It's such an eye sore when I'm just walking around.
Or why doesn't the chat box collapse when nothing new is being shown after X seconds like in GW2.
I can hide the cross hotbar, the party list when soloing, the MSQ tab when I'm done with the story but for some reason that other stuff is always there blocking my view.
What I want:
For them to fix the glamour and housing system, it's been ten years, and it's slightly less terrible but it will get worse with the Xbox players joining us.
For them to fix significant issues within an expansion not minimise the damage over ten years, like Viera and Hrothgar hats or the itemisation problem.
They do not homogenise current classes, so they can bring back the features in two new classes to justify their existence.
For my mount and minion log, please tell me which ones I'm missing and how to get them so I don't need to go online to research them.
For them to make the UI for adventurer plates more accessible as it's a nightmare and to transfer your UI from one character to another.
For them improve the quality of the narrative as it has a lot of meaningless filler, which harms the pace of the story.
For them to make all raid gear dyeable and to replace raid gear with job gear it's not just another recolour but a unique armour set that you can work towards.
I want them to put effort into the relic quests instead of making it insufferable, busy work that isn't a fetch quest on steroids or a tomestone landfill.
For Viera and Hrothgar to have hats, its been 3 years. At what point do they intend to fix issues players have raised? 1yr is too long, let alone 3-10.
1: yes
2: might be broken when soloing certain content, but sure
3: Which ones, though? They should increase the spell cap to 30 though.
4: I don't know why this started happening, but it wasn't an issue in 6.2/6.3.
5: This is an issue with CW parties in general, but exists to save server space.
This is more for the PS5 version. But I genuinely wish for trophies on the PS5, if you’ve done the corresponding achievement on PS4 or PC, the trophy for that achievement would pop. It just seems disrespectful to your playerbase that if you’ve done something like get the Necromancer title on PS4, the game expects you to just do it again on PS5 despite you already having done it. Games like Genshin Impact already does in game achievement checks to unlock the trophies, so I don’t understand why FFXIV can’t do this either.
My QoL request is one I haven't heard before. It's the music, actually. I don't have a problem with the songwriting, to be clear. I have a problem with the frequent use of virtual instruments / samples as well as the mixing and mastering. Speaking of Genshin, the post above me reminds me of how high quality that OST sounds in comparison. Genshin is full of beautiful acoustic guitar and piano work, live Orchestra and choirs, etc that many of its tracks are dreamlike. I understand the two games have completely different styles when it comes to sound, for example some tracks in XIV actually call directly for synthesized sounds and pads. But still, XIV sounds compressed/poorly mixed in the game, and only marginally better in the official OST release.
Get rid of unnecessary confirmations. When I click on a door to open it, I get asked if I want to open the door. (If I didn't want to go through the door, I wouldn't have clicked it!)
If an action doesn't cost anything, and can be undone in a few seconds if you executed it accidentally, then it doesn't need a confirmation dialog. Doors in the real world don't ask me if I want to open them and make me push a button when I try to open them.
Crafting: Let us switch crafting jobs without closing the craft interface and losing our position. You can do this when you first open it, before crafting something, and it should work like that all the time.
1) Shared Crafting Bars (syncing 8 identical layouts is annoying) and Shared Miner and Botanist Bars.
2) Reduced Role Abilities (rolled into or changed into job abilities).
3) Improved tooltips. I find the current tooltips really frustrating. E.g., reference to buffs should also show their icon.
4) Color-code DNC AoE buttons to their dance mini-game counterparts like the single ones are.
5) Prevent accidental use of Cordials while having full GP.
6) Merge job gauges into single HUD elements. Use BLM as an example.
7) Maintain buffs when synching content as long as that buff is still available to you at that level.
8) Improved hunt target UI. I should be able to see all my current hunt targets by zone.
9) Indicate Damage scaling for Melee, Range, and Magical for Limit Breaks.
10) Buttons with sub-menus so we don't need to use bar change shenanigans.
11) Bulk Deposit Duplicates across multiple retainers
12) Get rid of the fanfare on Venture Complete / Venture Started
13) Show Buff Icon next to mention of Buff in tooltip. E.g., `Grants [@]Hidden`, `Requires [@]Hidden`
14) Show B-class Huntmarks in Recommendations
15) Show Procs in the 3d world on/around your character
16) Currency window and barring that, tag currency with something so it's obvious
17) In-game advertisement of the next three GATEs
18) Remove gear as a crafting material and remove "Search Recipes Using This Material" menu item for gear
19) Allow us to put furniture into storage without being in our house/apartment
20) Extend city sprint to longer cooldown or remove the cooldown and make it a toggle like in PvP
That would be super nice.
Until then, I can use this macro to copy five of my non-shared bars from BSM to whatever crafting class I'm currently on:
Alternatively, I have these three macros for copying BSM to all the others:Quote:
/hotbar copy Blacksmith 1 current 1
/hotbar copy Blacksmith 2 current 2
/hotbar copy Blacksmith 3 current 3
/hotbar copy Blacksmith 4 current 4
/hotbar copy Blacksmith 5 current 5
Quote:
/hotbar copy Blacksmith 1 Carpenter 1
/hotbar copy Blacksmith 2 Carpenter 2
/hotbar copy Blacksmith 3 Carpenter 3
/hotbar copy Blacksmith 4 Carpenter 4
/hotbar copy Blacksmith 5 Carpenter 5
/hotbar copy Blacksmith 1 Armorer 1
/hotbar copy Blacksmith 2 Armorer 2
/hotbar copy Blacksmith 3 Armorer 3
/hotbar copy Blacksmith 4 Armorer 4
/hotbar copy Blacksmith 5 Armorer 5
/hotbar copy Blacksmith 1 Goldsmith 1
/hotbar copy Blacksmith 2 Goldsmith 2
/hotbar copy Blacksmith 3 Goldsmith 3
/e first third of crafting hotbar copy done
Quote:
/hotbar copy Blacksmith 4 Goldsmith 4
/hotbar copy Blacksmith 5 Goldsmith 5
/hotbar copy Blacksmith 1 Leatherworker 1
/hotbar copy Blacksmith 2 Leatherworker 2
/hotbar copy Blacksmith 3 Leatherworker 3
/hotbar copy Blacksmith 4 Leatherworker 4
/hotbar copy Blacksmith 5 Leatherworker 5
/hotbar copy Blacksmith 1 Weaver 1
/hotbar copy Blacksmith 2 Weaver 2
/hotbar copy Blacksmith 3 Weaver 3
/hotbar copy Blacksmith 4 Weaver 4
/hotbar copy Blacksmith 5 Weaver 5
/e second third of crafting hotbar copy done
Quote:
/hotbar copy Blacksmith 1 Alchemist 1
/hotbar copy Blacksmith 2 Alchemist 2
/hotbar copy Blacksmith 3 Alchemist 3
/hotbar copy Blacksmith 4 Alchemist 4
/hotbar copy Blacksmith 5 Alchemist 5
/hotbar copy Blacksmith 1 Culinarian 1
/hotbar copy Blacksmith 2 Culinarian 2
/hotbar copy Blacksmith 3 Culinarian 3
/hotbar copy Blacksmith 4 Culinarian 4
/hotbar copy Blacksmith 5 Culinarian 5
/e third third of crafting hotbar copy done
Many, but most of them are already very popular suggestions. There's one I haven't seen yet:
Being able to use individual glamour plate item slots.
For example, you want to glam just the headgear from the glamour plate 8.
Currently that's possible if you unequip everything but the item you want to change, and then equip everything back. I feel this implementation would fall into the category of QoL, which is to me, the ability to make something you can already do, less clunky.
Remove positionals for melee
With the Crystalline Conflict, if someone spams the same thing three times in a row, it mutes them for the rest of the match.
Also if someone marks you in PVP, let us have a setting within our character config to NOT show when we are marked if we don't want to see it. If someone marks you more than twice and you remove it, it shouldn't let them add it back on.
Honestly, I don't know if anyone noticed it or it's just me but please...
Crafting Log : STOP the cycling behavior when switching between between recipe menus.
The way it works, it cycles from left to right....Level Based Recipes > Special Recipes > Master Recipes
When you open it, it has special recipes selected....so if you want level based recipes, two clicks instead of just one. This feels like 'we designed it for controller, but this is how it works on KB/mouse'
I honestly am tempted to submit a bug report....but I feel like this is just 'bad design, not a bug'
Why SE? Why?
They changed that fairly recently, it used to be you could just click master recipes and it would go to master recipes =.=, was a definite downgrade with the crappy cycling. As for QoL I'd like to see, the ability to pick up leve quests of any level at the hub cities/city for each expac. Do for example if I'm in Ul'dah, I can pick up say the leves in the 30-35 range whether they are in Thanalan or elsewhere.
Crafting materials automatically retrieved from chocobo saddle bag and retainers when crafting.