


More focus on open world content would be cool.


a glamour system that is tied to the gearset setting and not to the equipped gear as it is now. being able to have different glamours for the same class or at least a different glamour for each job.
ex primals being a bit more pug friendly
8-man raids could be a bit more visual appealing again, like coil was
Bring Back 1.0 Companions and have them play important part in the Main Storyline. The different personality the 1.0 comapnion had was a nice touch and they were only voiced during cutscenes when they had the same dialogue.
It fun and all seeing how the WoL is basically a the only person, lore wise, that can single handedly kill primals but it gets really dull as this continue to repeat itself. Yes we have "Party members" in Primal fights but the reality version of the fight is that the WoL is fighting the Primal alone and beat that primal alone without any help.
It also gives us another option beyond Chocobo as our companion.
I'd like to see some alterations made to certain aspects of crafting and gathering. Specifically:
(1) I should always be able to rearrange items in my inventory, regardless of whether or not I'm actively crafting or gathering. Currently I cannot, and I'd like this changed.
(2) I shouldn't need to switch to a crafting job to repair gear. As it currently stands, if I want to repair a piece of gear that requires a Level 25 Weaver, I have to change to Weaver, find the now-unequipped item in my Armoury, and select Repair. I'd like to be able to Repair the gear directly, no job changing required; the system should simply verify that we have the required crafting job at an appropriate level.
(3) I'd like to see Fishing wholly re-designed. It's long bothered me that Crafting / Gathering took steps forward from FFXI in every respect, except Fishing. Instead, where every other Crafter / Gatherer system saw upgrades that introduced some thoughtfulness and control (vs. FFXI), Fishing saw a brilliant skill system stripped out and replaced with a coma-inducing set of abilities that Homer Simpson could control with a typing bird. I'd love to see some skill and activity brought back to Fishing (ideally with the frustratingly-restrictive catch conditions on rarer fish reduced).
Edit / Addition: I would also like to see the 1000-character limit on the forum removed.




They changed this a while back. You don't have to change to a crafter to repair gear anymore. I repair my own gear in dungeons all the time.
(2) I shouldn't need to switch to a crafting job to repair gear. As it currently stands, if I want to repair a piece of gear that requires a Level 25 Weaver, I have to change to Weaver, find the now-unequipped item in my Armoury, and select Repair. I'd like to be able to Repair the gear directly, no job changing required; the system should simply verify that we have the required crafting job at an appropriate level.
For a QOL improvement I would like for them to add more character creation options, and higher resolution textures. The texture of Estinien's armour in 3.3 was so bad that it actually threw me out of the scene. I had to go back into the chat log to pick up the dialogue that I had missed.
Last edited by Naria; 03-16-2017 at 03:39 PM. Reason: Spelling



I'd like to be able to check my wondrous tails and other things similar to that while sitting. You can look at that stuff while you are sitting during fishing. It's very odd that you can't check it while sitting normally.
-Return of 1.0 animations including pivot and run-stop. These were fantastic little touches.
-Addition to FATE system that has no markers where things just happen that you stumble upon.
-Glamour Log / Collection system that tells you where and how to obtain with achievements and rewards.
-Minion/Mount Collection system that tells you where and how to obtain with achievements and rewards.
-Additions to companion system.
-Seamless zones (Kugane is a great step in this direction)
-Additions to open world content.





Viera, Ronso, and Ivalice moogle races.


Rework the story quests a bit. When they have you go meet with someone, actually put us there to do it. I don't see the reason for the little gold sink that has us teleport (or timesink if we run) from one person to another. It breaks the immersion of the dialogue when it gets into something and they're like go meet this guy, and it pans out only to pan back in when you get there.
Get rid of some of the confirmation dialogues in dungeons. You know the ones. "Are you sure you want to pick up the key?" "Are you sure you wish to open this door?" Maybe do this for out in the world too like the Storeroom for Ninja quests. Or going into Fortemps Manor.
Non-RP Mode. Some players come from other platforms and do not need to see dialogue a second time. This is like cutscene skipping but allows them to skip dialogue as well. When they interact with a quest giver it just asks if they accept the quest and puts it in their log to do the quest. Skips the quest giver's life story.
When turning in items, skip the select items and hand them over portion. Seriously this is an extra step that serves no purpose. Its also buggy sometimes.
Add exhaust to the bottom of the feet on Magitek Armor when its flying. It looks really weird without it. Doesn't have to be fancy, or flames, or anything like that. Just something to make it not look like its merely translating through the air.
Ingame store. Its a bit clunky to use the one on the website out of game.
Put the Multiplayer back in MMORPG. There is FAR too many instances of Solo Duties in the story quests. I like to group and level with friends. Disbanding group to do our story quests is lame and counter intuitive. Class quests don't bother me as much, as I can see that the intent is to learn new abilities and roles. But the story quest is just that, story. Its not teaching anything. But even then, we have the role quest line now so that's a bit redundant. Allow friends to stay grouped from 1-70 if they so choose. I don't mind solo content. I don't like enforced Solo content in my MMO.
Flex party size in Duty Finder. DPS queues can get heinous depending on server. I'm blessed with my server that DPS don't have to wait more than 5 minutes meaning there is a good ratio of tanks, healers, and damage dealers. Not every server has that benefit. And NO server will have that when two DPS classes are released with no new tanks or healers. So what I propose is a system that adjusts party limits dynamically. If the ratio of DPS goes much higher than 1:1:2 then the party size goes up to 5, 6, 7, or 8 depending on severity. What this does is you still have one tank and one healer. But it fills the rest with DPS. This will lower their queue time. The caveat is the HP of the monsters in the Dungeon are increased by the same ratio (and maybe a bit extra) of how many extra people are in the dungeon. This does NOT affect those queuing as groups. Only the regular random PUG queue. Does not affect 8 man trials or raids either.
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