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  1. #81
    Player
    Kyri's Avatar
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    Mar 2011
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    (waiting to claim squatter rights on minatos house) (Update:HAHAHAHA I actually did! ♥Minato XD)
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    846
    Character
    Kyri Sagitta
    World
    Balmung
    Main Class
    Alchemist Lv 80
    I loved XI if not for abyssea I would still be there. -I- have no issue with XI implements at all. Well.. no more three day windows ok se. I dont want to feel the only way to win at endgame is your shells bot vs someone elses.
    (1)

    http://www.youtube.com/watch?v=ueodAjWZ0A4
    Ah, but will facing north-by-northeast at 2:45 a.m. while the moon is a waning crescent result in a 27% increase in your chances to synthesize HQ mythril ingots!? That is real the question! ~Fernehalwes~

  2. #82
    Player
    TheBlazed's Avatar
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    Oct 2011
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    58
    Character
    King Blazed
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Are you guys reading?

    I'm not for the 1 drop for 2 hours of camping either. Im saying if they do bring the concept of HNM over. I want them to drop multiple pieces. Sky/Sea/Dynamis are would be great additions but they should be implemented in a way where there not copy cats.

    A level cap raise is imminent so if you don't it you can stay at 50 and do your 50 content. If they release more Advanced jobs (Musketeer/Summoner/Thief/Ninja/ or other types of classes listed in the poll along with a level cap raise to 60.. with a type of End game like Sky or Sea or Dynamis like things. Players will be busy for a long time to come.

    I don't think we will start seeing any of that until a medium comes with the level cap. I wouldn't be surpised to see XIV follow the same incriment path to 75 then balance everythign around that for another number of years.


    The Successful ASPECTS not everything could be CONSIDERED to be looked at/fixed/imported into XIV. I would like SE to communicate with people about aspects they will include.

    "If Dev's Consider bringing open world Above level Notorious Monster's, what would the community's stipulations be regarding their presence and drops.

    Questions like that the masses can respond too.
    (1)

  3. #83
    Player Biggs's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    982
    Character
    Behemoth King
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by AdvancedWind View Post
    I understand what you mean. Sure, FFXI was a great game and has plenty of stuff that worked, plenty of stuff people remember fondly, but I personally believe SE can outdo it and make a better game than it was, instead of making the same game with shinny graphics. .
    Ok but, wouldn't that include taking things they did fairly well from their other games (not just XI) and improving on them? What your saying (and what I seem to hear others saying) is they should create ALL completely new content that doesn't resemble ANYTHING we have ever seen before in ANY FF game, including XI. Thats funny considering we play a game in which we have the Xi races using Materia while flying on Airships and riding our Chocobos around while sipping Ether potions and spending tons of Gil. No cloning there whatsoever.

    I think what Blazed is suggesting is what they are already doing: Using new systems blended with old ideas. Hunting nms, going into dungeons, instanced content, crafting and gathering, all of these things have been done before in dozens of games, yet that portion of it isn't considered cloning because most expect that sort of content when they go to buy an MMO. Do I want them to create dynamis again in XIV and just change the name? Not at all. But would I like some sort of content later that lets me group with my Linkshell in a large party for a raid that helps all of us work towards a greater goal? Well then hell yes! Some people may have only ever played Xi as their only MMO. So what else would you like them to compare it too? There also isn't exactly a ton of SUPER innovative MMO's out on the market, otherwise WOW and SWTOR wouldn't be as popular as they are. I understand that many of you are saying SE should be the leader in innovating new things in MMO's, but as they themselves have proven, thats a dangerous game, and if it was really that easy, more companies would be doing it by now.

    While I don't agree with ever single one, I like your suggestions Blazed, good OP.
    (1)
    Last edited by Biggs; 03-15-2012 at 04:44 AM.

  4. #84
    Player
    TheBlazed's Avatar
    Join Date
    Oct 2011
    Posts
    58
    Character
    King Blazed
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Biggs View Post
    Ok but, wouldn't that include taking things they did fairly well from their other games (not just XI) and improving on them? What your saying (and what I seem to hear others saying) is they should create ALL completely new content that doesn't resemble ANYTHING we have ever seen before in ANY FF game, including XI. Thats funny considering we play a game in which we have the Xi races using Materia while flying on Airships and riding our Chocobos around while sipping Ether potions and spending tons of Gil. No cloning there whatsoever.

    I think what Blazed is suggesting is what they are already doing: Using new systems blended with old ideas. Hunting nms, going into dungeons, instanced content, crafting and gathering, all of these things have been done before in dozens of games, yet that portion of it isn't considered cloning because most expect that sort of content when they go to buy an MMO. Do I want them to create dynamis again in XIV and just change the name? Not at all. But would I like some sort of content later that lets me group with my Linkshell in a large party for a raid that helps all of us work towards a greater goal? Well then hell yes! Some people may have only ever played Xi as their only MMO. So what else would you like them to compare it too? There also isn't exactly a ton of SUPER innovative MMO's out on the market, otherwise WOW and SWTOR wouldn't be as popular as they are. I understand that many of you are saying SE should be the leader in innovating new things in MMO's, but as they themselves have proven, thats a dangerous game, and if it was really that easy, more companies would be doing it by now.

    While I don't agree with ever single one, I like your suggestions Blazed, good OP.
    Much, Appreciated... i know everyone won't like everything i suggested but ill leave it up to the dev's to weed out things they may think the game doesnt need. I'm just putting the idea there to be talked about and decided on.


    Ive Updated

    BCNM and KSNM idea's.

    - BSNM
    Perhaps take the Beastcoins of the Beastmen already in the game and apply them for usage here.

    Ixali Willowknot's - 30 Beastmen Coins
    Your are hired as mercenaries to defend an encampment against poaching Ixali Beastmen.
    - Gaurenteed reward is Anima restoration of 10 each round and with a chance for gear to drop until round 5.
    - There is no level cap
    Defense BCNM
    10 rounds of Ixali with different job formations each.
    - Unsleepable (Players are in love with sleepga)
    - Some have increased move speed (Some can be kited, some cannot)
    - Some Draw target in
    - Some move slow but hit extremely hard
    - Timer limit of 20 minutes for Each round.
    - Increased difficulty after 5th round.
    - only the well-coordinated advance to the high rounds.
    - Every round after 5 Guarantee's 1 drop from a loot table of 10 pieces.
    - After round 5, rare gear gets incorporated into loot table
    - 10th round HNM has a chance drop a very rare weapon.

    * Throw in a bunch of variables that make the players - Respond/React/Move/Strategize.
    Don't make it simple where mobs just get slept/kited and we just kill 1 by one. This is a Survival BCNM for 10 rounds.
    2 Bosses one on 5th round and a HNM possibly taken under their control for the 10th round.


    - KSNM
    Perhaps take the Beastcoins of the Beastmen already in the game and apply them for usage here.

    Offensive KSNM 30
    Zahar'ak Base Operation Neutralize
    Player's are hired by an anonymous individual who want you to obliterate enemy beastmen.

    5 Levels (This happens at nighttime and its dark.

    1. 1st level Zahar'ak are unaware that infiltration has occurred and the lightest guards have come to try to defend.

    2. 2nd level Zahar'ak Chief has be informed players have infiltrated base and mobilizes sentry's with classes similiar to group formation.

    3. 3rd Level Trap! a Zahak'ak Shaman has cursed the 2nd level Teleporter and his split the Group of 8 into 4, They must now withstand 2 rounds of Zahak'ak captain's in a team consisting of 3.
    After their defeat a nearby teleporter teleports team to level 4 and rejoins them.

    4. 4th Level Zahara's Chief realized his trap has failed and prepare for battle.. he send his most talented captain's to defend the camp. 2 Enraged Zahar'ak warriors (unsleepable)

    5. The Zahar'ak Chief realizes his clan has been slain and prepares for battle with the group.
    (3)

  5. #85
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    Join Date
    Jun 2011
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    LL
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    109
    Quote Originally Posted by TheBlazed View Post
    General
    First off i take my hat off to the entire development team of 1.21 working around the clock to turn this game around. 1.21 Was a great addition and am very excited about a raise in level cap to start experiencing these jobs.

    While i was dissapointed with not having to level jobs it actually made more sense to because when level caps get increased that will satisfy my urge. I enjoy they were not implemented "Key and Chest" style like FFXI.

    Patch 1.22
    Now that 1.21 has come we can only begin to fantasize about future patches now. I understand 1.22 has AF weapons being implemented which is great but i speak off long term additions that should reach FFXIV before or during 2.0 implementation.

    Thought, Suggestions, Future patches

    What does FFXIV need? Let's be honest, FFXIV was a fail at start but is taking more of its older brother day by day, patch by patch. Going with what work's, Great! I personally Played FFXI for 8 year's because its the best game ive played since FF7.

    - Multiple Angles of progression
    -Introduction of Alliance and compatible raids (Confirmed for 2.0)
    - Raise in level cap to 60 (Confirmed for 2.0?)
    - Implementation of advanced jobs (confirmed for 2.0?)
    - Public content anyone can join.
    - Immersion (A war is coming up, why don't we see increased military activity. (guards walking places, Defense Mechanism being installed by npc's)
    -Increased player communication about upcoming aspects of XIV.
    - An updated Road-map of Febuary-2013 January.


    I believe we need many "NEW" things to do... don't get me wrong FFXIV now has many things to do for the new gamer who may have started a few months ago but i am basing my suggestion for your customer base who have been with you since the start "action cost anyone?" This is in no way shape or form angled towards in a sense "Casual or hardcore" but simply those who progress at a normal rate. What's a normal rate well that's subjective and varies.

    Lets take a peak at FFXI

    - Hyper Notorious Monsters (Allaince required)
    - Fafnir & Nighogg (Already being talked about in Dragoon quest line)
    - Behemoth & King Behemoth
    - Hydra
    - Kirin (Needs to make an epic return with great look/animation improvements and new abilities)

    These to name a few, one of the most complained about problem in XI was the pop time and camping and i have a simple solution to this:
    - Every 6 hours with a 1 hour window of opportunity
    - Drop rate is 5-6 pieces with individual percentage according to usefulness/rarity
    - 2 drops should be guaranteed (1-6 roll dice instead of percentage)
    - Other drops have between 15-20% chance
    - Implemented HNM slayer counter: Kill X HNM times choice of drop from NPC
    ex, Fafnir slayed 50 times choice of drop (perhaps make some RA/EX to entice killing after all gear is obtained from particular mob)
    - Low percent drops could have 75-125 kill counter (unrealistic but realistic method of obtaining for those who claim to go 0/XXX without drop)

    HNM Exclusive (Rage after 75 minutes)
    - This is to add a versatile play of style to HNM.
    Random chance of 3 move-sets
    1. one that require kiting (Hard-hitting beast but has ranged that isn't as hard-hitting)
    - requires attention 100% of fight
    - abilities like "Must keep moving to avoid certain abilities and certain abilities where back must be turned, or no moving required.
    2. one that one shot's if kited (Straight tanked with some abilities that require exact position.
    3. one one that requires moving a lot (Ifrit nailed this)
    Ifrit would be a perfect example of an HNM if he were not instanced.
    - Mixture of kiting and tank phases.

    These are designed to not be easy, Well-coordinated alliances, Vent, Teamspeak, whatever. Difficulty is easier with repetition and learning as with all NM.

    - This weakens camping as those who want to claim as soon as pop... if you your setup is wrong you could wipe.




    -Dynamis
    This fits into the world of FFXIV original image and would work well here.

    [B]- BCNM
    Perhaps take the Beastcoins of the Beastmen already in the game and apply them for usage here.

    Ixali Willowknot's - 30 Beastmen Coins
    Your are hired as mercenaries to defend an encampment against poaching Ixali Beastmen.
    - Gaurenteed reward is Anima restoration of 10 each round and with a chance for gear to drop until round 5.
    - There is no level cap
    Defense BCNM

    10 rounds of Ixali with different job formations each.
    - Unsleepable (Players are in love with sleepga)
    - Some have increased move speed (Some can be kited, some cannot)
    - Some Draw target in
    - Some move slow but hit extremely hard
    - Timer limit of 20 minutes for Each round.
    - Increased difficulty after 5th round.
    - only the well-coordinated advance to the high rounds.
    - Every round after 5 Guarantee's 1 drop from a loot table of 10 pieces.
    - After round 5, rare gear gets incorporated into loot table
    - 10th round HNM has a chance drop a very rare weapon.

    * Throw in a bunch of variables that make the players - Respond/React/Move/Strategize.
    Don't make it simple where mobs just get slept/kited and we just kill 1 by one. This is a Survival BCNM for 10 rounds.
    2 Bosses one on 5th round and a HNM possibly taken under their control for the 10th round.


    - KSNM
    Perhaps take the Beastcoins of the Beastmen already in the game and apply them for usage here.

    Offensive KSNM
    Zahar'ak Base Operation Neutralize
    Player's are hired by an anonymous individual who want you to obliterate enemy beastmen.

    5 Levels (This happens at nighttime and its dark.

    1. 1st level Zahar'ak are unaware that infiltration has occurred and the lightest guards have come to try to defend.

    2. 2nd level Zahar'ak Chief has be informed players have infiltrated base and mobilizes sentry's with classes similiar to group formation.

    3. 3rd Level Trap! a Zahak'ak Shaman has cursed the 2nd level Teleporter and his split the Group of 8 into 4, They must now withstand 2 rounds of Zahak'ak captain's in a team consisting of 3.
    After their defeat a nearby teleporter teleports team to level 4 and rejoins them.

    4. 4th Level Zahara's Chief realized his trap has failed and prepare for battle.. he send his most talented captain's to defend the camp. 2 Enraged Zahar'ak warriors (unsleepable)

    5. The Zahar'ak Chief realizes his clan has been slain and prepares for battle with the group.

    - Sky (Named differently) TBA
    - Sea (Named differently) TBA
    - ZNM (Rage after 75 minutes)
    - Alternative Method to HNM with different drops weaker than HNM counterparts.
    - Require's Quest completion
    - Uses 40 for Regular (Fafnir) (from 0 leve's 5 days to replenish)
    - Uses 56 for King (Nighogg) (From 0 leve's 12 days to replinish)
    - 3 ??? (different zones) spots known for their respective style of fighting (Practice for Main HNM) different drops from each to counter guild spamming easier style
    - 15 minute ??? repop time.



    Player Responses:


    Credit to Actionhero for the Below
    I’d like to see a change to leves in 2.0... id like to see that leves quests paint a picture with visuals rather than blocks of text. While I love story in the previous FF’s they had a fair combination of reading and action scenes. Also it would be nice to have our adventurers to have some purpose in the world… right now all our characters do is ride along being at the wrong place at the wrong time, not having any sort of impact on the decisions being made around us. Heres how we can do it!

    Creating Difficulty and Party Dynamics
    In 1.21 SE brought in the concept I was hoping for, where the party is split up into two groups to complete objectives towards a goal (although it’s not perfect it’s a start). In Leves 2.0 I hope that we will need to for example defend the village in 2 or more groups. One group to protect the villagers, the other to take up the front lines and prevent the incoming swam to completely overrun and the third (maybe DOH/DOL) putting out fires or parleying with NPCs (LOL). It would even be nice for disciples of hand and land to help out by putting out fires and reinforcing gates ect…. There should be mini bosses that look different (i.e. different skins, size difference) and should be more challenging than regular enemies by having increased health, and increased damage/defense.

    Creating immersion and urgency

    In the current leves we get a block of text that no one really reads for a back story that is completely useless for mindlessly killing mobs. In leves 2.0 hopefully when we start a leve (again using the same example with the village) you have to kill a few mobs that pop on us and then talk to a leader of some sort and they say in a short amount of text what to do. This paints a picture with visuals and allows players to feel like they have a purpose while getting right into the action.
    I understand that with the current setup we aren’t allowed to see 20+ (?) characters at once which is limiting but in 2.0, but hopefully there are NPC characters that fight with us allowing us to earn bigger rewards for keeping them alive.
    Preserving the idea of leves
    While these changes seem like it would be changing leves into large scale battles we don’t want to change the entire concept. by keeping them short and sweet we allow hardcore and casual players to do something while waiting for large scale raids and PVP..

    Credited to Cichy

    Immersion at this point it's one of the biggest problems I have with the game. The world seems disjointed and non responsive.
    First of all, the cities and regions are lacking any type of authority. In XI we had President in Bastok, the Royal family in Sandy, and the mages in Windy.
    In XIV we had Empress of Uldah in one cs and some general but seeing them is so rare. In XI we had soldiers stationed, you could go visit the palace with soldiers and generals in there. Besieged featured TOAU defenders/generals.
    I seemed like cities we're always aware of some type of danger and there was a structure in place in case.
    In XIV we have primals and we are facing a garlean invasion which apparently everyone knows about and it seems like nothing is happening.
    I would like to see Hall of Flames (and other company headquarters) become a part of the cities that's not in a separate room but rather out in the open. Would be great if units were gathering, generals walking around, etc, etc.

    About the Future of Faction Leves

    I think that's another part of the game that has lots of potential yet unexplored.
    When Tanaka added the few high level leves (Buffalo, Wolves, etc) I thought it was nice. Provided us with few interesting fights and a reward for dreadful leve grinding.
    I thought it was a nice start and that we will see expansion of this system.
    Lets face it, leves are still boring so atleast dangle a carrot in front of our face with a promise of a cool fight after we complete number of them. I have 1000 points in each Faction and do not even bother currently using them because I've done the other ones and the rewards are outdated or waste of time.
    In XI we had BCNM 20, 30, 40, 50, 75, etc, etc. Why not make BCNM type of fights that will be accessed through Faction Leves. It would elevate their value beyond that of grinding exp and occasional 10k gil.
    While Company Leves deal with the empire and related content, Faction Leves can deal with super strong beast like monsters and relate to the past of Eorzea.

    Some ideas for 2.0 leves
    You are placed near a Garlean camp and your mission is to capture a captain who is planning on invading a hamlet. (Leve will end if captain leaves by 15 minute time limit, bonus rewards if Garlean supplies are seized.)

    You are placed in a small village that is currently under attack and are required to save as many villagers and houses as possible within a 15 minute time limit. Leve will end if all villages are dead, bonus rewards for houses saved (can only be done by splitting party)

    You are placed near a goblin mine and are required to steal/destroy a new goblin bomb prototype. Fighting your way to the end of the zone stealing the bomb would mean you have to fight a goblin head honcho (this will give bonuses) and destroying the bomb would still mean you fight your way out but no boss.
    Credit to Actionhero for the Above

    Credit to Jinko
    I would much prefer them to take something like Ultimate weapons sent by the garlean empire make it massive massive big and spawn in random places around the world, it would require 60-100 people to kill it.

    Make it public content so anyone can enter and help.
    ----------------------------------------------------------------------------------------------------------------------
    Credit to Rydin
    Battle regimen needs to come back (More robust and in depth, mind you)
    Incapacitation need to matter (I know I say this a lot but I just can't say it enough)
    You can even incorporate combos into incaps to allow for special incap objectives on NMs and bosses
    More emphasis needs to be placed on damage types (Blunt, slashing, piercing)

    Credited to RedAffinity
    I'd like to see structured / tiered content. I haven't played too much of other MMO's but in XI there was Sea / Sky / ZNM... i don't want a copy of those events in XIV, but things like THAT. You're rewarded with really great armor, and great challenges, and it takes a long time to obtain. I feel like that kind of endgame is missing in XIV right now.

    Credited to Elreed
    I would like to see content that is not repetitive, like moogle fight the moogles spawn randomly and its not like u stand here, we stand there and then everything is killed easily, u need to be running around kiting, evading, etc. More like random objectives, random attack waves, random NM's, etc.

    So in a few words content that is not boring after a month...

    The ones in bold fon't i believe could hold the player base and bring a substantial amount of players back.

    These are just suggestions and i'd like to hear some imput of the community... I will edit and add later stuff and additions but this is what i have for now.

    Let me know your thoughts on everything, Balance, questions, idea's for other catergories.

    Thanks guys for the read!
    Blazed~
    Devs should really look at this thread. ITS Epic WIn~ Quitting Until 2.0 and a job i can have fun with>DRK.
    (1)

  6. #86
    Player

    Join Date
    Aug 2011
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    228
    Quote Originally Posted by Tibian View Post
    You're insane. Raising the level cap is a terrible thing to do. The game is just becoming "acceptable" and here you go wanting to raise the level cap. What would this achieve? More mindless grinding for you and your antequated XI masochists to go off in the night? Pointless. Increasing the level cap would be the antithesis of 2.0 in general. There isn't enough content as it is to fill 1-50, if even 1-30. We don't need another 10 arduous, tedious, and leve-filled grind sessions just so XI purists can go about their merry way.
    First off, like every other ignorant sob out there, you seem to assume that mindless grinding was the only "unique" thing about FFXI. Hate to break it to you, but that just isn't the case. That game had more innovative ideas introduced in some of the expansion packs than any 10 modern day MMOs, put together, have fabricated in their entire lifetime. I would go into detail, but I'd prefer not to subject the ppl viewing this thread to another massive wall of text (especially not a wall full of unfounded, biased information supported by an irrational, self-satisfying pr%#k -no pun intended).


    If you want some things to do, pace yourself and leave some classes open.

    lol PACE YOURSELF???? Are you kidding me? Clearly, once again, you are coming from a very narrow-minded perspective on this subject. As much as everyone hates to admit it, this game came into fruition b/c of SE "success" with FFXI. Naturally, there were changes that needed to be made, but SE wanted to tap into the MMO market, while** maintaining their loyalty to FFXI fans.

    They're not solely looking for players, like you, who play games casually (on and off) then just take off on a whim, when the next "big thing" comes out. They're looking for a committed fan base, and you don't get committment from ppl if your game doesn't have substantial enough content to even last a damn year.


    What very little XI did right, XIV has already addressed in many ways.
    Edit: What very little XI did wrong, XIV has already addressed in many ways.

    Hence, why they should go ahead and "port more of XI over" to XIV.
    (1)
    Last edited by Khal_Drogo; 03-15-2012 at 06:06 AM.

  7. #87
    Player
    Remember's Avatar
    Join Date
    Mar 2012
    Location
    Gridania
    Posts
    15
    Character
    Crystal Nova
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    Here's something I'd like to see within a few years time;
    It's just an idea.

    Maybe they should make it so that people can own
    and build their own Airships, then we could have
    large PVP wars against other linkshell ships.

    You would be able to board their ship and take them
    on directly if you get close enough, the option would appear.

    There would plenty of quest that require a large
    airship and linkshell for completion, imagine
    fighting Bahamut with your linkshells airship.
    Crafters would to build airships, first you would
    need a blueprint and then you would need lots of
    high level parts that drop off of certain leves/NMs,
    crafters would also be able to repair the ship while
    still in mid-fight.

    I think people should be allowed to own a single
    pilot ship or a small ship with a 1-3 passangers.
    It would be nice if the sky was a new place to
    explore, with places you wouldn't normally be able to reach.
    It would cool to see a merchant ship that's owned
    by a player with his or her retainer on the deck, so
    that people can stock up on resources without
    having to go back to town.

    Being able to teleport to your linkshells airship
    would be a plus too, that way people would have no
    excuse for being late. :P

    Maybe I'm just being a little bit too enthusiastic
    about that, lol

    On a more down-to-earth approach(no pun intended.)
    I'd like to see something like Gold Saucer from 7!
    (Please don't flame me, I burn easily. D: )
    (1)
    Last edited by Remember; 03-15-2012 at 06:16 AM. Reason: Typo

  8. #88
    Player
    ThePatriarch's Avatar
    Join Date
    Mar 2011
    Posts
    537
    Character
    The Patriarch
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I couldn't agree more.

    XI > XIV (figuratively, and literally)

    I would love to see HNMs, Namis, things of that sort come back.
    (2)
    Bring Quality Notorious Monsters to FFXIV!

    http://forum.square-enix.com/ffxiv/threads/40738-Highly-Notorious-Monstersz


  9. #89
    Player
    TheBlazed's Avatar
    Join Date
    Oct 2011
    Posts
    58
    Character
    King Blazed
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by Remember View Post
    Here's something I'd like to see within a few years time;
    It's just an idea.

    Maybe they should make it so that people can own
    and build their own Airships, then we could have
    large PVP wars against other linkshell ships.

    You would be able to board their ship and take them
    on directly if you get close enough, the option would appear.

    There would plenty of quest that require a large
    airship and linkshell for completion, imagine
    fighting Bahamut with your linkshells airship.
    Crafters would to build airships, first you would
    need a blueprint and then you would need lots of
    high level parts that drop off of certain leves/NMs,
    crafters would also be able to repair the ship while
    still in mid-fight.

    I think people should be allowed to own a single
    pilot ship or a small ship with a 1-3 passangers.
    It would be nice if the sky was a new place to
    explore, with places you wouldn't normally be able to reach.
    It would cool to see a merchant ship that's owned
    by a player with his or her retainer on the deck, so
    that people can stock up on resources without
    having to go back to town.

    Being able to teleport to your linkshells airship
    would be a plus too, that way people would have no
    excuse for being late. :P

    Maybe I'm just being a little bit too enthusiastic
    about that, lol

    On a more down-to-earth approach(no pun intended.)
    I'd like to see something like Gold Saucer from 7!
    (Please don't flame me, I burn easily. D: )

    Ill add this up there but...

    The amount of coding and debugging for air travel would be immense. I dont think this is possible anytime soon. This would be way cool but almost unrealistic for FFXIV
    (0)

  10. #90
    Player
    TheBlazed's Avatar
    Join Date
    Oct 2011
    Posts
    58
    Character
    King Blazed
    World
    Gilgamesh
    Main Class
    Conjurer Lv 60
    - Added a new type of Concept that does not have a long time pop.

    Tiered HNM
    Pop's in a random location every hour?


    - Wandering Odin is a great example of this. (Gets stronger with each kill)
    - HNM in open world, are now tiered..
    - Every kill makes the next spawn stronger..
    - Take the Aspect below and mix move-sets each spawn.
    - Tier's would be from 1 to 10 then reset to 1 after 10th kill.
    - Drops become better with each kill.
    - Noticeable Strength increase in each tier HNM
    1. Increased HP & attack power.
    - Resistant to last method of killing. I.E resistant to magic if high % of damage dealt was magic last kill.
    (That a great way for linkshell's to plan on the way they want to kill the HNM
    (0)
    Last edited by TheBlazed; 03-15-2012 at 09:18 AM.

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