If you could pick one system, feature, or mechanic each to...Which would you pick, how would you do so, and why?
- Trim/Replace entirely,
- Revise/Polish, or
- Add to the game...
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If you could pick one system, feature, or mechanic each to...Which would you pick, how would you do so, and why?
- Trim/Replace entirely,
- Revise/Polish, or
- Add to the game...
Popular Mentions Thus Far:
From others posting on this thread. Not my own suggestions.
No, simply letting people know early on what all has already been mentioned is not breaking my own rules...
It's just the at-a-glance / catch-up list.
Trim/Replace
- Limit Breaks (with something more substantial and job-personalized)
- Glamour Dresser (with uncapped, automatic appearance storage, etc.)
- Egregiously Annoying Voices
Revise
- Low-level Combat Speed / Depth / Kit size (Increase/Improve it)
- Combat Flow (Move away from the 2-minute meta)
- Materia (To be less bloated/unimpactful)
- Secondary Stats (Likewise, to be less bloated/unimpactful)
- Overly Scripted Boss Fights
- Healer Gameplay
- Housing
Add
- More Impactful / Less Redundant Means of Customization
- More customization options
- South American servers
- More life to the open world
- (Various QoL Improvements)
Trim FF14
Revise Forspoken
Add FF7: iOS Before Crisis Core: SOLDIER edition (introducing new Battle Royale mode)
Trim: Group utilities (less arbitrary gimping, easier to balance, able to make jobs complex again)
Revise: Combat flow (i.e. no more two-minute meta)
Add: More customization options (i.e. Garlean third-eye, Hrothgar being able to stand upright, scaleless Au Ra chins, Highlander eyebrows, HATS FOR THE HATLESS, etc.)
1.Replace the current Limit Break system with something more substantial and personalized per player, like the PVP limit breaks.
2.Revise how jobs play in non-cap level content. Level Sync feels like ass, and jobs are not designed for lv 1-50 in mind anymore, and a lot of hastily done balance changes have negatively impact content at this level range.
3.Add more job customization and player agency systems, better gear customization outside of socketing two redundant types of Critical Hit Materia.
Trim: PS4 support for better graphics.
Revise: Combat should be faster at lower levels, some skills need to be removed and others reworked or combined to eliminate button bloat.
Add: South American servers. That way we don't bother NA players with our ping.
Trim ARR
Revise level at which you learn skills for all jobs. Getting raidbuffs at 50, but having core of your rotation locked at 70+ makes no sense.
Add Kaiten
Trim/Replace entirely, - Submersibles.
Revise/Polish, - Adventurer Plate System... It's good, but a little buggy. They've already started to add unique Adventurer plates tied to completing certain content, expand on this more.
Add to the game... - Dungeoneering. IMO this game desperately needs something to combine these systems, e.g., crafting/gathering with combat, and I mean to the degree beyond "Go farm some skins in the open world"
- Replace Glamour Dresser
Replace with an improved one. Square? mentioned something about that they can't I believe cause coding issues? but we all know players want this.
- Revise Housing
The interface is worse then a burning house... Improvements on how Furniture's can be placed should have happened years ago. Increase Furniture slot cap of every Room/House/Apartment's. There's just so much you can do to improve housing.
- Add to the Game Kaiten
I want this back beyond anything else. Once the skill is reinstated, I can leave the forums and return to grinding Fates for 9 hours straight instead of 1 ( yes, I am that kind of a player... and it prolly will never return RIP ).
Hard to pick just one...
Remove:Replace:
- AFK dancers
- Scion focus from the MSQ
- The 60-second audio file of obnoxious emote sounds that loops nonstop in crowded areas that already have people emoting in them
Revise/Polish:
- Undraw with Royal Road
- Black loading screens with the log-in loading screens
- Ultima Thule's BGM with the non-vocal version
- GNB's attack sounds with the original versions
Add:
- Disciple of War MP gauges
- Disciple of Magic auto-attacks
- Cure II/Medica I/Medica II potency/MP
- Healer and Tank Limit Breaks
- ARR and HW duty item levels
- Group Pose's user interface
- Triple Triad cards to be tradable/sellable
- Looping and non-looping emotes to be able to do vice versa
- A melee Healer/Magic DPS category (higher HP and Defense)
- A visible barrier gauge over your own HP gauge
- Normal Coil raids which can appear in roulettes
- Chat bubbles
- Toggleable notification sounds for say/yell/shout
- An option to turn in more than one of the same leve at a time
- Titles for some of the grindier achievements that lack them
- More Jonathas rewards
- More Guildhests up to the level cap (maybe not LOL)
Trim: That one squeaky toy catgirl voice that is constantly going HYAAA! HAAAA! HYAAA~! in duties and job gauges that exist for only 1 ability
Revise: all four healer's offensive kits and the debuff limit cap
Add: Another caster to the game
I am a simple to please player
I prefer not to think in terms of removal, though I suppose if we think greatly revise then maybe..
1- trim/replace:
Movement system, replace not trim lol. Such that mounts have, at least based on categories, unique and interactive movement styles akin to GW2 (aether flight could be a generic toggle mode for all mounts, if people hate the unique style, but no generic would stereotypically provide better experience assuming you engage).
In my defense to not make this sound like a GW2 post.. I made this same suggestion for FFXIV before GW2 had mounts. Movement changes would propagate into non-mount, like better movement abilities and overworld interactions.
2- revise:
Overworld experience, tl;dr check every system and improve based on best of exploratory zones and GW2 systems (like add meta events, s ranks akin to boss events, better dynamic FATEs, etc)
3- add:
If I can continue to speak in general statements, comb through the game and add gameplay enacted roleplay elements. Easy example I use is dragoon jump is higher in the open world (with interactions based on holding jump key before and during, for fine tune control- easily balanced by having it only work once aether currents are unlocked). Naturally spreading everywhere though. Slow fall, walk on water, special map interactions like Ninja unlocking doors or chests, this is something WoW does very well (for the most part, also don't add racial differences or at least ones that impact gameplay so we can continue to play all jobs without concern of race). Items that do things simply because it's cool, crafting jobs having unique interactions- again WoW has some fantastic examples (check out engineer's unique gadgets). Probably relates to movement but mount abilities that are not just SFX.
It would be nice if this could apply to combat, but I am aware then we are opening a new huge concept of balance, but if we could beyond more thematic differences in jobs I'd also include weapon abilities (like a repeater bow might.. you know.. have a double hit lol). Though even if skipping player combat, at least expanding to monster interactions, like not every cute animal needs to be aggressive... I remember in 1.0 snurbles would sometimes help / heal the player, that was really neat.
There are a lot more I could add, mostly to 2 and 3. But like I am hopeful the islands will continue to grow, as shown with them adding outdoor furnishings. Or like I'd love to see blue mage get a polish pass focusing on 1 to 50 skills, generic pass for QoL, and then all skills where logical for potential in built interconnectivity (using status effects and other concepts to encourage many different styles and builds). Adding substantial chocobo and moogle content. Airship content akin to building a mobile hotspot, with seamless transition from overworld to overworld.. world map.. Actual glamour log, etc. Made threads on most of these haha.
Trim/Replace entirely,
Glamour would rather implement something closer to WoW transmog
[*]Revise/Polish, or
Materia, only needing 2 or 3 on the ones created is bad design and needs revising
[*]Add to the game...
Some dynamic fate events kinda similar to what rift had that could slowly take areas over and cities.
Guess I'll toss in my $0.02:
I wanted to avoid repeating anything that's already been said, but, I feel these three work well together in a sort of "Less is More" approach.
Finishing up links to a longer write-up via a Google Doc, but I'll include just a brief summary below each for now.
Trim/Replace: Materia
Presently, Materia provides only two benefits: (1) a tiny degree of customization, and (2) nostalgia, in introducing thenamemisnomer "Materia" into XIV.
It's easy enough to replace both these benefits, but I want to start with a "Less is More" approach. For that reason, we'll start by meeting the needs of customization... without actually adding anything; instead, we will simply adjust what remains to make do. Longer form available via the link above, but to skip to the end...
Gear itself now provides that customization. Armor Types (Maiming, Aiming, Striking, Scouting, Casting, Healing, Fending) have mostly been opened up to all jobs and classes.
Tenacity and Piety have been slightly retweaked and relegated to "Bonus Attributes" (no direct offensive value), while Direct Hit has been replaced by Swiftness (which increases movement speed). Skill Speed and Spell Speed have been consolidated into Haste. Each armor class now tends towards certain stats, with only a very slight bonus to Defense and Bonus Stat if all armor (i.e. left-side) pieces are of the same type, doubled if the type is the type "preferred" by their job, leaving players with options to mix and match as they please.
While we're at it, many gear sets that previously differed only in terms of dye color have been renamed and consolidated and are now dyable by default.
So yeah, rather than using a bloated system (Materia) to partially make up for purposely bloating and overly constricting another, more basic system (Gear usage), we just fix the original system and scrap the frayed band-aid. Done.
Revise: Shared Actions
Remove most Role Actions (they're largely bloat anyways) and Cloned Actions (4 flavors of Cure, Raise, etc.), providing job-unique versions of or further diversifying what few would actually improve the game if they were to remain (diversifying Swiftcast, the 4 flavors of 30% DR CDs, etc.)
This sounds simple, but invites a huge number of cascading effects which work well alongside the other changes made above and below.
Add: MP as an Actual/Unified Mechanic
Rather than merely as the name attached arbitrarily to what amounts to granular Edge of Shadow/Confiteor/Raise charges, MP is now a resource used by all jobs in order to sacrifice long-term output for short-term burst.
However, doing this obliges a cascade of other individually small but cumulatively significant changes, such as in inviting a trend in slightly increasing bankable output, giving additional value to Support tools like Refresh, inherently slightly reducing the costs of downtime, increasing the variety of healing GCDs used in practice, generally refocusing combat away from two-minute bursts and instead into more frequent mini-burst windows, and intensifying short-term checks to damage, mitigation, and healing without leaving players less familiar with the given encounter or less able to pace themselves nothing to fall back on.
More details available via the links above (coming soon).
...
https://i.gifer.com/2sdK.gif
lol :D.
I have an ancient post on the mounts but it could have been a lot better. Definitely made the tangential aside posts- like chocobos, airships, and blue mage, like.. new interconnective systems or suggestions for the whole level 1 to 50 spells twice now. I have made many dispersed posts buried into other threads, on ideas like overworld / roleplay but not dedicated ones for those concepts yet. I wish I could find it cause I made a huge meta event inspired by Lavos.. and I quite liked that one lol.
I uh.. I will will boop this thread in a few days when I get to one of those three lol.
Trim/Replace: Materia/gearing and a relook at substats. (I know this might be cheating to have such a stacked one, but I want to count them together because of how closely related they are.)
Vertical progression for gearing is boring in my opinion, and it stifles the potential for long-lasting content in this game because gear can only be savage/ult or catch-up. There are no bonuses or effects that could hypothetically effect how you approach different fights or adjustments in your micro-rotation and so on. Thus, I think it would be better for the game if materia was changed from flat substat bonuses to more specific effects (if x is fulfilled, then receive y effect for z amount of time just as an example) and have different bonuses spread across different forms of content as their reward. I understand it would create a grind that not everyone would like, but if we want long-lasting content then the reward structure needs to be looked at.
Onto substats, it's a mess. Direct hit is redundant and piety/tenacity are dead stats. I am not well-versed in the discussion surrounding tanks so I can't provide a meaningful suggestion for tenacity, but piety could be an actual stat worth investing in if MP were to ever become an actual mechanic and not a glorified res limiter. As for DH... this suggestion has been brought up quite the number of times so this idea isn't new: rework crit and dhit to be crit damage and crit rate, consolidating strength/rate into a single substat has always been a mistake.
Revise: The heavily scripted nature of fights.
Having a general timeline of mechanics isn't (imo) a bad thing, what is a bad thing is that literally everything is scripted in fights which limits tank and healer gameplay to purely reactionary button pushing. Not having bosses teleport all over the goddamn arena for mechanics so boss positioning actually matters would be nice.
Add: real MP management.
I won't bother typing up a whole thing for this since a post above has already said it better than I could.
remove job/class restrictions on definitely accessories and maybe everything in the glamour dresser/armoire.
revise ui - it would be nice to have an easily usable and consistent interface, particularly on tome vendors. There's just far too many clicks to get anywhere as it stands.
add ocean botany - like ocean fishing but with botanists.
add gameplay-altering weapon effects limited specifically to content matching the weapon's equip level and below. Something akin to the overclock system in deep rock galactic, but obtained in a less random fashion. Ban them from savage/ult too if that would be an issue. This could be a materia rework style change, although losing the ability to have whatever speed changes would sting a bit.
Trim/Replace: Substats. It's completely bonkers to me that Crit materia is the only thing that matters in high end raids.
Revise: Trust system/Squadrons: Both good for soloing dungeons with NPCs, but no clear direction with this, especially with the Squadrons.
Add: New things to certain systems/games...
- New racing maps for Chocobo racing
- New carbuncle glamour
- Customs in pvp with the ability to start any game while being in undersized parties
- New things to buy in the grand company shops (feels irreverent after lv 50 with the exception of leveling classes and trading in gear for currency)