Ideas and Changes (full version)
These are all the Ideas and Changes I’ve accumulated for the last couple months from many players on the Final fantasy XIV forums and Facebook. Both contributing some amazing ideas. Let’s keep the idea pool going what would you like to see in XIV what are your pet peeves with the game.
Private Job quests that influence certain abilities either by reducing recast times or increasing the potency of some abilities.
I feel this would help us connect more with are class/role. they could do it to similar way to Tribe quests in you have to repeat the process over a long period of time to eventually get your reward.
Linked into this I feel new abilities should be learned/ refined. +Dmg +radius of certain moves + potency of spells. etc
“world to small” After playing Final fantasy XI the world seems really small, I'm well aware that XI having many more expansions and time to grow. XIV seems so small. we just need more places to go to.
Also "SHIPS" and certain locations that can't be taken teleported to. for example a 20minute trip. long enough for fisherman. If there are quests at the new location having access restricted you can help spread quests out.
Notorious Monster + DOL DOH revsions
Notorious Monsters with Shared Drops with a % much like Atma there is only a chance you can get a drop from a Fate. we need Monsters that spawn to similar effect of XI but whoever attacks them has a chance. also they should not appear on the Radar make them hard to find. Make there drops Sellable to help motivate players to farm certain Monsters.
DOL + DOH need to have some sort of Skill tree's and or a star of mastery system where (1 star = standard amount) (5 stars +20% HQ +5 Quantity) (10 stars +50% HQ +10 Quantity) each taking a great deal of time to acquire also referring back to the Skill trees make it so there are like 3 branches you can only choose to go all the way down one so you can only craft/gather certain things making some items rarer than others pending on who and what people pick. Spicing up these classes/jobs.
Chocobo + Private Limit break
Chocobo Adapting/ development- perhaps have more than one chocobo and the more you use it in a certain terrain will eventually change its colour but also give you a benefit. for example if you run around a lot in a wet area your chocobo turns light blue, if you run in a rocky hilly area turns red, if you jump a lot it perhaps develops bigger wings that let you glide a little further. All this could tie into a sort of mini game/ secret area limitless potential for example if you develop a red and a blue mix it can run up Waterfalls.
A private Limit Break guage. we should each have a private Limit break gauge which takes (a long long time to charge) somewhat of way to help you kill things or Dungeon that you may find difficult like Extreme modes. They can make it cost Gil to charge the gauge or maybe take 12hours to charge a single gauge
Rufalus- Ragnorok + Zider Ragnarok's ideas
Rufalus-Ragnarok
Lvl 50 Levequests which award Mythology Tomes as an alternative to doing loads of Dungeons for Animus Book
Zider-Ragnarok
Make Dungeons available as “Open World” areas
Once you have beaten, say, Sastasha, the pirates should logically all be dead, so why not let us explore it solo and without a time limit? Simply let us zone in, put some normal mobs in there, add some mining/fishing spots, plenty of opportunity to add even more quest hubs too. And you don't even have to work much on design since the areas are already there!
Akiza's Ideas and Meier's
Akiza-Leviathan
On private limit breaks
Lvl 1 limit break should take 5min to get
Lvl 2 limit break should take 10min to get
Lvl 3 limit break should take 15min to get
Because the way this game is designed and how fast content can be completed no skill should have more than a 5min cd
Meier-Sargatanas
NM and HNM