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  1. #31
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by JimmyDean View Post
    Depth. Anything that has to with depth will greatly improve things. I feel that depth is the single most lacking thing in the game and is mostly all of what is missing.
    I would agree. In my opinion, the game would heavily benefit from the merit/job point system from XI at the very least, especially since we got 0 passives from 3.0. 4.0 will definitely hit ability bloat, but I dont want an expansion with all passives. The pacing was a poor choice imo for the first expansion.

    Quote Originally Posted by Jennika View Post
    The battle system needs depth in my opinion. The few stats we have increase relative to content level so there is no real character progression and little customization. Gear choices offer boosts in these stats and nothing more. As a result, rewards from battle content are unexciting.
    This is very odd for them not to do since all FC gear has bonuses, even though they are shallow. To not have equip effects and set bonuses doesn't really motivate a lot of people to do harder content, because it doesn't separate them from just getting something 10-20 ilvls lower. Sure people could argue that its for the challenge, but honestly the challenge isn't always rewarding for everyone.
    (0)
    Last edited by KitingGenbu; 08-04-2016 at 05:55 PM.

  2. #32
    Player
    Rhyku's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    223
    Character
    Estinien Wyrmblood
    World
    Tonberry
    Main Class
    Sage Lv 90
    I just had a thought.

    How about, a player run town? Or even simple concepts like taverns. Players can buy shops in towns and set them up to provide services to others eg: carpentry and stuff. They don't have to man it 24/7, and can hire NPCs, whose skills will mirror that of the player. Buyers can access a list of items said player can craft, and perhaps even let the player set prices for their services too. Misc items eg: crafted dyes, can also be added to the list for sale. Requests for items can be made too at the shop itself.

    I'm aware this might end up to be another housing situation, but wouldn't that be interesting if it could be properly implemented :O
    (4)
    Achievement Unlocked: LOLGOON

  3. #33
    Player
    Squigley's Avatar
    Join Date
    Feb 2016
    Posts
    191
    Character
    Miko Yaong
    World
    Cerberus
    Main Class
    Scholar Lv 81
    Since FATE's seem so similar to Rift's rifts why not go all the way in copying them? As in if players won't react to some FATE events, the monsters might "spill over" and start conquering parts of the zone. Eventually some hubs might be run over and the players would have to either take them back or wait it out so that the NPC's would spawn back. These invasions of course scale with the amount of players in the area and in some cases escalate to a world boss if/when players fight back.
    (2)

  4. #34
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,768
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    1) I'd like crafters and gatherers to have a more substantial place in the story. If (City) is under attack, Crafters can make items to help repair it while gatherers get the mats to make poultices to help the wounded.
    2) I'd like to see FATEs have an impact on the world around them. Could tie in with the above.
    3
    (1)

  5. #35
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Squigley View Post
    Since FATE's seem so similar to Rift's rifts why not go all the way in copying them? As in if players won't react to some FATE events, the monsters might "spill over" and start conquering parts of the zone. Eventually some hubs might be run over and the players would have to either take them back or wait it out so that the NPC's would spawn back. These invasions of course scale with the amount of players in the area and in some cases escalate to a world boss if/when players fight back.
    Very good idea. I would also hope they took rift's idea of also allowing us to get rewards for participating when it completes in the event we have to leave the zone due to hunts or queues popping.

    Quote Originally Posted by Stormfur View Post
    I'd like crafters and gatherers to have a more substantial place in the story. If (City) is under attack, Crafters can make items to help repair it while gatherers get the mats to make poultices to help the wounded.
    Very good idea and would help with the immersion factor I think while also allowing crafters/gatherers an additional way to get exp or scripts etc.
    (0)
    Last edited by KitingGenbu; 08-04-2016 at 11:47 PM.

  6. #36
    Player
    Morningstar1337's Avatar
    Join Date
    Jun 2014
    Location
    Ul'Dah
    Posts
    3,492
    Character
    Aurora Aura
    World
    Exodus
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by KitingGenbu View Post
    Very good idea. I would also hope they took rift's idea of also allowing us to get rewards for participating when it completes in the event we have to leave the zone due to hunts or queues popping.
    I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
    (0)

  7. #37
    Player
    Rhaja's Avatar
    Join Date
    Jun 2014
    Location
    Limsa
    Posts
    734
    Character
    Rhaja Foxtail
    World
    Behemoth
    Main Class
    Dark Knight Lv 70
    Instead of adding more stats that will just get the same Crit/Det treatment we currently have, I'd like to see them do more with our current set of stats. Currently the only depth we have to it is more crit means more and stronger crits, and more speed means better dots. Except unless I'm mistaken the weights are too small to invest in.

    Skill/Spell speed should increase the regen speed, Det should go the way of Mastery in WoW, parry should not only scale better but actually return half the amount parried back at the target. Instead of elemental resistance the elemental material should act as raw plus to damage, defense, magic defense, regen speed, and luck.

    Gear sets need to be a thing. The GC sets have it, why do the raid sets not? Add in a bonus to damage, defense, stats, movement speed, hell even add a unique glow if you complete it all.

    As far as combat I think the only thing they could really do to spice it up is add more ways to handle mobs rather than group and AoE. Maybe some are always in a berserk status and can be used to clear out other mobs, others that take more damage while stunned, sleeped, or blinded.

    Another thing I would love to see them add is an actual focus to Leve's, or add mission variants to current dungeons. Such as instead of clearing out Satasha your mission is to escort the maidens out while the Yellow Jackets handle the pirates. Qarn you need to bring back as many randomly placed relics within a time limit. Or retrieving a lost civilian from Tam Tara, but instead of protecting him/her from adds, you also have spawning ghost that tether the civilian and if the ghost isn't killed fast enough the civilian is lost to possession and results in a failure.
    (0)

  8. #38
    Player
    KitingGenbu's Avatar
    Join Date
    Dec 2015
    Posts
    740
    Character
    Alex Carver
    World
    Balmung
    Main Class
    Dragoon Lv 60
    Quote Originally Posted by Morningstar1337 View Post
    I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
    I dunno how rift does it, but it can be done I'm sure. Trion is kinda all over the place when it comes to coding. Just like I dont get why companions (chocobos) had to be considered as being in a party when wow allows you to have a companion with you all the time.

    Quote Originally Posted by Rhaja View Post
    Instead of adding more stats that will just get the same Crit/Det treatment we currently have, I'd like to see them do more with our current set of stats. Currently the only depth we have to it is more crit means more and stronger crits, and more speed means better dots. Except unless I'm mistaken the weights are too small to invest in.

    Skill/Spell speed should increase the regen speed, Det should go the way of Mastery in WoW, parry should not only scale better but actually return half the amount parried back at the target. Instead of elemental resistance the elemental material should act as raw plus to damage, defense, magic defense, regen speed, and luck.

    Gear sets need to be a thing. The GC sets have it, why do the raid sets not? Add in a bonus to damage, defense, stats, movement speed, hell even add a unique glow if you complete it all.

    As far as combat I think the only thing they could really do to spice it up is add more ways to handle mobs rather than group and AoE. Maybe some are always in a berserk status and can be used to clear out other mobs, others that take more damage while stunned, sleeped, or blinded.

    Another thing I would love to see them add is an actual focus to Leve's, or add mission variants to current dungeons. Such as instead of clearing out Satasha your mission is to escort the maidens out while the Yellow Jackets handle the pirates. Qarn you need to bring back as many randomly placed relics within a time limit. Or retrieving a lost civilian from Tam Tara, but instead of protecting him/her from adds, you also have spawning ghost that tether the civilian and if the ghost isn't killed fast enough the civilian is lost to possession and results in a failure.
    Choices have always been weird in this game, just like I always felt it odd that you could meld crafted gear but not raid gear. And they didn't adjust that until 3.2. So maybe we'll see raid gear bonuses in 4.X....
    (1)

  9. 10-18-2016 06:33 AM

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