Midcore content. A few ex primals, but they don't add up to much. Some "ex dungeons" could spice things up, current dungeons can be cleared by staring hard enough at the screen if you're even mildly competent.
Midcore content. A few ex primals, but they don't add up to much. Some "ex dungeons" could spice things up, current dungeons can be cleared by staring hard enough at the screen if you're even mildly competent.
On the topic of items from XI....You know when people ask for things from XI. That's not make it exactly like it and take 2 years to achieve stuff. It just means something there was fun. The concept of powerful tiered NM fun was needing groups and popping NM, not the random range.
I come to Final Fantasy for Final Fantasy, not Wildstar or not GW2 and not an exact replica of XI or FF1-10. But all games have something that fun could be pulled from including the naughty one no one likes to hear about but we do so much on these forums.
Chocobo raising.
Putting aside the requirement of it taking about a month of care to get to use the chocobo as a mount...
I really enjoyed taking care of the little guy.
All the little cutscenes going on walks...



Some kind of very slow, long term character progression beyond the level cap. Something like Rift's elemental attunement system. Essentially let us earn xp at the level cap and spend it on very very small improvements to our jobs in some way.



I miss some of the things from 1.0 that had nothing to do with its flaws, like the path companion, and classes being able to be taken to further levels without "the stinkeye". I feel at times disconnected, like the motivaton is missing once I am faced with yet another grind or hard encounter for gear that isn't all that interesting.
Last edited by Kallera; 08-17-2016 at 11:11 PM.
What is the game missing for me?
- Talent trees
- Interesting stats
- Set bonuses
- Specializations
- Simpler crafting & gathering
- Open world quest hubs
- Raids that feel like an adventure, rather than a simulation
- Dungeons that feel like an adventure, rather than a hallway
- Horizontal progression
- Class (Job) identity
- Add-on support
- Parser support
All I can think of for now
- A sense that obvious solutions to glaring issues are never being ignored simply for money (see: the wardrobe vs. retainer revenue).
- Relatively universal features enticing use of older content. (Along with more sync options in general with appropriate reward scaling, such as a min ilvl Expert roulette giving extra rewards based on the ilvl lost.)
- A greater sense my character being my own. (Multiple job playstyles within 5% output or so, stats having more noticeable effects on gameplay, more face options, a more significant impact or variability in our own MSQ, a greater sense of shared learning between classes)
- A reason to hope that the development team is actively working towards a coherent and ambitious goal for the game.
- ...More interesting gathering, crafting, and world interaction. (If the daily says I can trap nail shrimp in order to lure out Ninki Nampa down the river... why can't I actually do that? These things should clue you in to world complexity, not just occasionally stand in place of it.)



The gear itemization here is just disheartening.I miss some of the things from 1.0 that had nothing to do with its flaws, like the path companion, and classes being able to be taken to further levels without "the stinkeye". I feel at times disconnected, like the motivaton is missing once I am faced with yet another grind or hard encounter for gear that isn't all that interesting.
I would prefer a system where we get the item at a base value and power it up through content other than FATE or face roll grinding. You get the base Lore item at I 230, do something other than face roll content, get Lore item +1 at I 240, do other not face roll content get Lore +2 item, continue to i270. When the new patch comes out, your old gear is equivalent to the new items. You can continue to power up your current item or get a new one.
Right now, throw away the old and go get new is your only option.
#GetSelliBack2018
Reading too much of the forums makes me very sad and apathetic.
Sound Design:Lacking & Missing but won't see the light of day
-All weapons sound the same
-No weapon Sound Effects
**I know weapons are tied to skill animations** but I would expect that the look and feel of a relic weapon you spent hours obtaining would differ from a lvl 1 sword sound wise, an example would be swtor: almost every lightsaber or blaster each has their own unique weapons sound when you hit a enemy or fire it. An ffxiv example would be that lvl 30 MCH weapon has the same firing sound as a lvl 60 Lore/Relic/Anima MCH weapon. I feel like this is something ffxiv is lacking but I know that it is something that wont be added/changed.
I've seen a lot of great ideas in this thread. Most of my wishes are pipe dreams but I'll hop in.
Return of path companions from 1.0 (chocobo companion doesn't cut it)
More involved chocobo raising (like FFXI without the time sync)
FATES repurposed (impact on the world. Maybe more enticing rewards to liven up the open world?)
Set bonuses for gear (easy to balance without breaking the progression)
Enticing bonus rewards for min ilvl sync (maybe check it while queuing? Bonus tomes or Gil or something... add more challenge, but reward players for doing so)
Just my 2 gil.


Without changing the nature of the game (I would like to see the version 1.0 that Tanaka had envisioned to it's fullest), I'd add more areas to explore, 1 new area each patch, I would like to be able to visit ALL of Haydelyn by the end of the game lifecycle.
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