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  1. #1
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Balmung
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    Fisher Lv 90

    Island Sanctuary Desires - Gathering Loop Variation, Wild Leavings, Mammet Qs, More

    Been having fun on the island and wanted to share a few, some what related, thoughts of things that crossed my mind while playing Island Sanctuary content. If a CM or GM wants to let me know where this belongs, if not here.. housing?, please do so. Put it here since most ideas are related to the gathering content of IS.

    First- I wanted to suggest some thoughts that related to upgrades that might also slightly change interactions with the content. Avoiding to make things too complex on a surface level at least, but might disrupt the basic flow slightly.

    These thoughts are not bound to anything specific but initially I was thinking of a small element of Shrines and Talismans (charms), largely influenced probably as I had recently gone to Japan (went to Eorzea Cafe.. WHERE WER U YOSHI!? lol) and just had a lot of fun going to the temples and spending too much money on charms.

    This was also inspired by I saw a lot of wall space in the village area of IS and imagined a cute shrine fitting into one easily (where a shrine mammet peddles wares), and the idea loosely fit into the simple upgrades I had in mind. Tailsmans earned via achievements, cowries, and materials. Since the island is casual oriented I assumed a lack of complex upgrading might suit theme better, but the thought of a FFIX meets materia system did appear (exp upgrading effects / unlocking permanent effects).

    Some Talismans, which could be equipment specific (mining, spear fishing, etc) to add different 'styles' / 'layers'. Again the talisman idea is not really important, could be built into systems by default, ranks, or whatever else.. a forge maybe.

    Talisman ideas (% are just fast and dirty examples, assume conflicts are for different tools or different examples):
    • 50% chance to gain a buff, say windfall, at 5 stacks your next gather will have double resources
    • 20% chance to hit the motherlode and gather 3-5x resources, but the node will take twice as long to regenerate (10 nodes refreshes things normally).
    • Discerning Eye, passive, chance to find enriched nodes that give extra resources and will sparkle to show it, as you gather in the region the nodes may become unstable (change in animation) which signifies they will shift if fate is tempted (gathering not that node). Of course new nodes can appear. Chance to grant rare resources.
    • 20% chance to grant a buff when gathering that will give you that node's resources again so long as the next gather node is not the same (gather iron, get buff, gather copper get both copper and iron). Buff may stack (carrying the previous result into the next!)
    • Endless boons, passive, chance to find nodes with multiple gather opportunities. No animation, just shuffles around the region. Does not negatively impact the above (can gather again without it counting as 'same' and killing the buff).
    • Energizer bunn-- energized, passive, grants 5 - 10 second sprint buff after gathering (Stacking).
    • High spirits, sprint stacking 5 times before expiring causes sprint to increase movement speed (stacking, less than mount speed but still tangible).
    • Thinking for spear fishing particularly but, every third spear fishing grants triple range.

    Second- for capturing animals I thought:

    Chance to find animals in the wild that already have leavings, where feeding them food (perhaps a few times) will grant that leaving. Perhaps some animal characteristics, like sprinting by some will spook them, or cause others to slap you / shout and remove sprint lol. May also include some are easier to sneak up on for bonus capture chance, others if you walk up to slowly, etc. Certainly feeding some prior to capture.


    Third- After sending some mammets out I started to think- it would be cool to see them, like you might see retainers, when they're out on missions.

    Which quickly evolved into what if they could have some occasional event quests.. Like mammet caught by a coblyn and a hard place, or stuck upside down in your garden, or dangling on the side of a cliff, etc. Rewards being exp and context specific. Can accept the quest in the village or ignore it / tell them good luck lol.


    Fourth- As building landmarks I was thinking minor expanions into the Island could be fun. Wild landmarks if you will.
    Examples:
    • Rock Cairns to guide your mammets, increasing chance for more materials (in the areas it makes sense to make them)
    • Small resting huts, decreasing cowrie costs to send mammets out to that region
    • Shrine/Shelters for animals, increasing wild life leavings (with perhaps a chance leavings are left at shelter, map will show an icon when it needs to be visited)
    • Small mine / cave, allowing for concentrated resource gathering space for the player (maybe doesn't respawn until day reset but is a great start spot, may have a rare resource or two)
    • Bridges, ramps, or other things so long as it doesn't take away much natural vibe


    Fifth- Some village decoration / randoms (I am aware we will get outdoor furnishings):
    • Some fencing or cliff options, like we have for the ground, as I'd love to see some nice fence options.
    • More lighting on the path (could also be upgrade / option)
    • Potential for holiday decoration / themeing (like on buildings too), perhaps you have to buy the visual from the holiday event vendor (temporary item) but will award the island improved production (adds value to doing the event for more tokens).
    • Water irrigation or rice field like cropland, could be visual only or I suppose it could be an alternative water method... pump / load the water at a few specific locations rather than each plot.
    • Dinner bell, ring the bell and all pasture animals that can eat will come
    • Leaving chimes, calls all pasture animals that need gathered
    • Pied Piper Flute, get minions and maybe mammets/animals to follow you.. cause it'd be cute gimmick lol.. no functional reason xD

    Sixth.. pick up sticks.. and I haven't finished yet.. lol.. I will add more later, but want to flesh out some example thoughts more. Random consciousness is: Currently wanting to see landmarks have some sort of function, but ideally not make an island useless without needing X over Y. Also to what they do, want to think about that. Also looking at a dock / harbor that you might trade with the other nations, specific people, or custom deliveries, purchase boats (small), work towards a larger boat (small ship ran by mammets with a captain quarter), that you can use for some personal ocean fishing, perhaps some sort of mammet dungeon, unlock ports to travel to, etc (much....... later maybe can turn it into an airship :3). Some content relationship to beast tribes. And some how an atheryte or athernet into at least a few places.

    Thanks for reading
    (5)
    Last edited by Shougun; 04-13-2023 at 04:48 PM.

  2. #2
    Player
    syndicategamer13's Avatar
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    Ariawyn Ferrand
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    Balmung
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    Astrologian Lv 90
    I like some of these ideas, personally the chime for the pasture animals. Harvest moon has that function in a similar manner, as the bell allows you to call animals in and out of the barn and it made it a lot easier. I'd also like for the landmarks to serve a purpose other than just being decorations for...well, yourself. Especially if you don't have friends to visit your island. The baths in Harvest Moon used to serve the purpose of allowing you to regain some stamina, so for IS the hot spring could work to maybe increase your gathering for a short time. I hope they eventually implement some of these ideas!
    (1)

  3. #3
    Player
    Shougun's Avatar
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    Wubrant Drakesbane
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    Some thoughts adding to above and also noticing as the system starts to self operate you can have runaway profit with little interaction, including the above and some more ideas below to add ways to spend resources on or divert runaway automation. (Aka I'd like to see more upgrades, things to buy, etc).

    Quote Originally Posted by syndicategamer13 View Post
    I like some of these ideas, personally the chime for the pasture animals. Harvest moon has that function in a similar manner, as the bell allows you to call animals in and out of the barn and it made it a lot easier. I'd also like for the landmarks to serve a purpose other than just being decorations for...well, yourself. Especially if you don't have friends to visit your island. The baths in Harvest Moon used to serve the purpose of allowing you to regain some stamina, so for IS the hot spring could work to maybe increase your gathering for a short time. I hope they eventually implement some of these ideas!
    Do you have any ideas for landmarks? Was trying to think of things that are in theme of the island in such a way that they'd not feel 'forced' to have a feature.. trying to keep it casual-ish. I think I've an idea, perhaps you can let me know (the entire post isnt a response to the quote, so the wall of text doesn't scare you haha, just the landmark portion)--


    Continuing from the first post some additional thoughts, first one being Landmarks do something:

    The idea starts off with mammets being assigned things as a type of currency, like worker placement board games. Now we already have this in the form of the Granary; however, we are going to extend it to more ideas and to note this resource is shared so if you send two mammets to the Harbour there are no mammets at the Granary. I feel this works nicely for a few reasons:
    • First being it can provide a slight slow down to complete auto-pilot of the island and more interactive attention;
    • Second being I feel it really jives well with my suggestions above about some ideas that make gathering loops slightly varied (because the ideas change your interaction with gathering a little, for varied gameplay, but also make it more effective).. and so this adds value to improving those which further adds more content to the Island (because you will want to spend resources to upgrade the tools, buy the talismans, complete the achievements, whatever gets them- and gathering materials yourself at later states of the island are effective actions that are less annoying due to the effects you've earned);
    • Third I feel having assigned mammet resource unlocking landmark upgrades will follow a bit of the ethos of the Island, sans the demand system the Island is strait forward and casual and does not kick you out much because of X Y Z and it just takes time

    So lets take the Bathhouse, and the Island as a whole. You can assign the mammets to the granary for extra resources and making auto-pilot easier; however, you've recently built the Bathhouse which doubles the effectiveness of mammets the following day (at no increase to cowrie). Each time you assign the mammets to a landmark it earns exp, this can upgrade the effects for more active and passive effects but at max rank you star the landmark (yes.. just like materia, it's a good system lol).. Once you star a landmark you can optionally assign those bonuses to any landmark you'd like (like materia, or you might think like legendary affix in Diablo 3's Horadric cube).

    Now we address a thought.. would we allow each landmark's effects to apply only once, or allow players to have multiple landmark effects? Personally I think allow multiple but make it so each time you 'star' a landmark that you get ONE copy of that to assign so if you wanted to assign multiple same effects to all your landmarks you'd have to 'star' it multiple times (adding a lot of potential construction opportunities). Like if you wanted to double your mammets every time you send them out you'd need two Bathhouses or at least two landmarks assigned the materia 'star' concept (which means at one point you max ranked two bathhouses).

    The effects are not really important to me but here are some potential ideas to kickstart landmark effects (also if they ever added cashshop landmarks, please don't give them exclusive effects- at least have a parallel available in game). Assigning mammets to landmarks could have costs of their own, though they should definitely feel worth it (so like 25 cowrie for mammets to bath, but then free granary mission with extra resources). Bear in mind that some could be passive (building just does stuff), others active (must be assigned mammet to have an effect, like the Tree Fort suggestion), and the concept of upgrading the landmark to become ability accessible being universal.

    Bathhouse: Mammet team assigned to this bathhouse will have their next mission's effectiveness increased (doubled in the case of granary, worded vaguely as maybe other ideas get added like sea ventures, etc). Can make it more than double but one thought was it's like observe in crafting but more reliable since you can see items in demand window you can prep towards. One thought for increased effectiveness is if your mammets attend the Bathhouse on your workshop's rest period you gain 3x resources. Like Granary landmarks could have slots, so if you wanted two crews resting you'd need two bathhouses.
    Towering Tree Fort: Mammet team scouts the island for a specified animal, that animal is marked via some UI- guaranteed capture, upgrade may provide leavings on capture (can choose to not take them to your pasture if you want). Definitely should have a cowrie cost. Upgrades increasing the list of animals you can choose, and chance at an animal of paradise.
    Quixotic Windmill: PFFT.. Not sure.. Windmills do something with production usually but the name Quixotic I feel should lend itself to something more unexpected. Some thoughts on perhaps making the less in demand items more in demand, allowing for a more drunken approach to products? Like if you didn't have any items for the in-demand products the Windmill could make the inverse items also in demand (to an extent, not as much as choosing the most optimal but in theory could make bad choices decent, decent choices are still decent, and great choices are great). Or... something else better lol.
    Lominsan Lighthouse: If they add the harbor type content, should do something around that. Otherwise thinking of weather, the ability to predict and bias certain weathers. Would probably prefer it related more to sea type content though.
    Water Otter Fountain: Chance Akapallu will be replaced with an otter, feed the otter to empower the landmark. As more Otters are greeted chance Otters will hang around the water fountain and will give you leavings increases. (like fangs, fur, and maybe some water items). Besides increasing otter chance and such via mammets being assigned at max rank just need occasionally assign mammets to keep max otter attendance that you've earned by spreading the good word.
    Gamboling Garden: Now we get to some repeat ideas, as bathhouse and gamboling could be seen as forms of relaxation, which could mean abilities associated with a landmark could be not always landmark exclusive (share, an ability, meaning one or the other is fine). That said, just for the sake of it.. um- Mammets next mission will gather from nearby regions to their target destination (up to something like 100% at the target and up to 100% spread out on nearby locales, if there are two areas nearby it would split (100% target, 50% area A nearby, 50% area B nearby) if there is only one area nearby it would be 100% destination and 100% nearby location).

    Just some thoughts, not particularly set on them as much as they're just potential concepts. Could also be more straight forward passives, partnered with a simple glamour system for landmarks (build a building to unlock it's glamour, then have whatever you want for bonuses be in the slot)

    If the assignable crews feature is used much you could add hovel buildings that are in the cliff sides for additional assignable mammet crews, so long as it makes sense. If you can assign 5 to granary then the whole excess concern raised at the top is just made worse lol, naturally buildings can have maximums like 2 for granary 1 for a landmark, etc.. but again additional crews would need to make sense otherwise it's just assign everyone to everything.

    Related to buildings, I could also see the granary and workshops having more granular upgrades like upgrading the loft in the workshop to have a focus on a particular type of items (kitchen in one workshop). This could unlock new recipes, or increase specific item rewards, etc. I don't mind if in the end you could build them all, maybe better that way. Just again thinking of things to spend resources and cowries on.

    Now related to the sixth item of the first post:

    Harbor... which may also use some of the above 'crew' resource, assigning mammets to boats (which you might have to construct first). These expeditions being able to develop relations with other nations, people, and or at least tribes. I think if SE is considering the FC version of Island Sanctuary, in a like a form of industrial focus/hamlet, then focusing on tribes over nations might be better.

    This interaction can be bi-directional, like by sending mammets to invest in a beast tribe's area you can unlock more potent beast tribe quests and changes in that area.. potentially revamping old tribe's values. Visit the Kobold with Mammets (spending island resources / currency) to upgrade their space, like to build a bridge along the cliff side to Limsa's camp (having some kobold in their camp, and some Limsans in the kobold camp)- which unlocks perhaps increased dynamic level range to their quests, FATEs in the area (more exp), and provides a few additional resources to buy from their shop.

    Now you can take that the other way and spend Kobold currency to buy Island Sanctuary specific vendor contract (convenient super store in the island, still using that tribe's currency though), new Island resources that can be purchased or earned via expeditions, and perhaps special upgrades to mechanics (like thinking of the charms above in the first post). Also in another thread, which we could potentially combine here, is earning relic smoothing facilities. (Thread: https://forum.square-enix.com/ffxiv/...o-to-ARR-HW-SB).

    A short quip from that thread was say Kobolds you could purchase stackable, drop increased, alexanderite maps, the Ixal would allow you to wipe portions of the book step of tasks, Sylph would have glimmering dew or ponds that you could use to greatly increase light from the next dungeon or dip your weapon in for passive light income. These features could theoretically be brought into the Island after developing relations with the tribe. Each expansion, once the relic is older, allowing the expansion representing tribe to offer such features. Some things being cheaper, naturally a pond that gives a passive light income should have some sort of convenience cost.

    Naturally beast tribes could also unlock further landmarks (including the wild-landmarks suggested in the first post), special beasts (which could be even found not on your Island, or purchased and go to your Island), etc.

    Also would like to float the idea of currency dumps, with being able to convert your currency into others or at least items of value (but doesn't need to in a super favorable ratio, just more opportunities to spend resources). For example, currently, someone who is just building insane amount of cowries will instantly be able to buy the new content items, particularly one time stuff- and then they're back to building huge mountains of cowries again. There is some gil to be made still but adding some additional options may be nice. In the expedition you could send your mammets to the Gold Saucer to earn MGP. Especially great if when they're there you could see them there, mammets playing games and saying hi to you. There might be a limit per certain expeditions per week, like once to the Saucer and you can choose how many cowries you send. So each week you could spend like X cowrie and earn Y MGP. Similar for tomestones. Not all conversions need limits per week but, for more valuable stuff it wouldn't be a bad idea. Could have one for moogle tomestones when the event is on (limited per week for players who essentially don't play a lot but want to partake, for those who play a lot just queue / blue mage would be well enough). None of those conversions should be replacing the normal way of obtaining stuff (like if you could max current end game tomes via Island alone.. that'd be... very weird.., but should be situated in a nice supplement).

    Alternate ideas in consumables items like double armory exp scroll, potentially an interesting self balanced item since at expansions you wouldn't worry about it messing up pacing. Maybe a onetime 50k cowrie Fantasia. Or in context of currency conversion, mentioned in the harbor, it could be an item instead that just boosts rewards so you still had to do that content but with greater effectiveness- 250% MPG up to X amount, double mog tomes on next roulette, etc (and those items for balance may be limited in some way, like stack size and or rate you can earn).

    Purchasing convenience- associating teleports, boat routes, airship routes, and what have you to your Island could be nice (and not really that bad since you can easily get infinite teleport tickets lol). For example to your GC Squadron, FC house, and primary hub areas. Such purchases linked through those content, like rank in GC / squadron dungeon item you need to obtain and then spending cowrie.

    In line with convenience but also continuing to empower the Island.. I had the idea of associating your apartment with a building in the Island like Howel's Moving Castle door or the FFXI flower girl mog inn quest. Upgrading the apartment system (can expand it), this would essential be you building your own house. Would be interesting if they could have the apartment loaded without a loading screen, but that sounds difficult. I do have some thoughts on how to make apartment expansion, Island, and houses being a more seamless system in such a way that it doesn't give players a middle chocobo talon to them buying a house.. May post it later.

    Just to go back to upgrades in the first section:
    Had a thought you might be able to construct a mammet pack that allows you to carry a mammet with you and when you interact with gathering nodes the mammet hops out of the pack and gathers that node. The mammet wouldn't be particularly quick, but would add speed to the process as you don't have to go into animation lock- could run to a tree tell the mammet to gather and then run to the next tree and gather while that mammet catches back up with your item. Adding to that.. you could use this feature while mounted. With other upgrades to the pack like being able to upgrade the pack to hold a second mammet. Again add another way to approach gathering. The charms idea above would not apply to mammet packs. May also balance the mammet pack with some sort of charge system, can gather X times before they need to rest and charge.

    Now.. to be thought through carefully but personally I feel okay with- is upgrades escaping into normal content. For example you could take your mammet pack once upgraded to gather out of the island, and it would allow you to gather mounted (but will still be the same interface and abilities, just don't need to dismount).

    Another 'out of the island upgrade' concept would be the above example of sprint after gathering charm, could be you could upgrade it to function outside of the island, now when you gather you have a passive sprint effect after each gathering. Certainly a lot of potential things to consider that won't change combat balance. However, such things would add a level of insistence you play island Sanctuary and that is against one of the tenets originally suggested, where you didn't have to do the content if you didn't want to, I am okay with that but others may not..
    (0)
    Last edited by Shougun; 04-24-2023 at 04:23 PM. Reason: Reformatting some phone stuff, probably a few more times too lol

  4. #4
    Player
    Shougun's Avatar
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    Just came up with another idea, no idea what number this one is at this point.. but-- I have previously asked if possible to have the Island's theme changed to different spaces like Elpis, Amaurot, Azim Steppe, Thanalan, Shirogane, and etc styles. Now initially it was.. "maybe changing skybox and weather would be enough" and if SE felt really ambitious maybe a texture and model replacement for the Island... Weather for the garden would be easy, say Aether Mist for Amaurot would act as the watering weather.

    However I think I've an improved thought which is new 'Islands' where you can go to unlock new resources, buildings, items (like charms in the above), etc. In these new spaces you can move your primary headquarters, so if you choose you could have an Island that's Japanese (Shirogane) theme'd. If you choose not to, building an outpost would allow you to use mammets to interact with the Island as needed. Not all buildings need to be re-skinned either if SE wants to allow a special interactive menu. There is a limited opportunity though as too many islands, unless they are able to become purely automated or something, would be too much micromanagement. A solution to that might be a few physical spaces and near the end you unlock a more aether (or dynamis....) space that from the onset was meant to be manipulated and therefore not designed with many complications like "what is the Amaurot equivalent of a Dodo?".

    Honestly Elpis like vibes could nearly satisfied as is just by making it look like its a floating island (skybox, waterbox at the edges of the zone), with perhaps some special build glamours (for granary/workshop) and new landmarks to get a bit of that Zeal / ancient civilization appearance. While Azim Steppe would clearly be out of place due to the tropical appearance of the Island. Elpis or Omphalos .

    If done carefully I feel it wouldn't be an insane amount of resources and provide additional gameplay value (reusing a lot of zone assets). The journey to obtain these mirages (glamour magic / creation magic) or literal new territory can be it's own form of content, and if a literal new zone.. additional new content on top of the journey to get there.
    (0)
    Last edited by Shougun; 05-08-2023 at 03:46 PM.

  5. #5
    Player
    Shougun's Avatar
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    Boop community manager, feel like an Island sub-forum might be nice lol.. Not sure where to post the feedback so I'm just going to slap my own thread I suppose.

    Further ideas:

    Animal ranks / levels: as you feed your animal they gain levels / ranks, the amount of exp they gain based on if you remember to feed them or not and quality of food. There may be some passive bonuses as you rank them up (higher chance to earn the second leaving, but also potentially a double primary leaving chance, or whatever-- I'm not fixed on that part). At max rank though you unlock a new feature. The ability to have the animal wandering your area part of some guardian animal, have some slots dedicated to guardians. At face value I'm thinking they are simply more interesting minion decoration and also allow players to collect more animals even if it isn't optimal for your production (so having them provide leavings would mess with this). A deeper level might be guardians grant passive unlocks to your Island. My suggestion is to avoid making these unlocks relate to them being currently equipped though and either be permanent passive unlocks or unlocks you can slot (so if you get the spirit of the tiger passive, and slot it in, later you replace the tiger cause you want a bunch of coblyns, you unlock the coblyn passive but choose to keep the tiger passive going anyways). These passives could relate to some of the above ideas on making gathering more exciting (diverse). The other suggestion is that when you max an animal you can choose to turn it into a mount. So not only do you have the mounts to purchase but through a fairly long process you can raise mounts. The 'mount' tier required for an animal could be higher than the guardian tier.

    Noted someone didn't like the leveling process is gated so hard, so one idea might be some of the charms I've suggested could be an exp booster- or alternatively one of the landmarks. Like a charm or landmark might be quadruple gathering exp up to X and then double there on after.

    Last two.. First a more reasonable suggestion of the above post where I suggested once you unlock the harbor you could gain access to new lands, these lands adding new items, objectives, buildings (potentially), mechanics (potentially), but also if we get to the point perhaps also new 'home' (if say SE adds a way to upgrade apartments/connect it to the Island). A more reasonable idea was at some point we might get an Island in the sky for our own Island (far less intensive suggestion lol). I mean I'd still be down for exploration systems though, that could be really neat. Also may consider squadrons or 'mammet' dungeons (like chocobo dungeon game lol). I think mentally I've just really wanted either something in the sky or one of our more FFXIV unique zones (Amarout, the list above, etc).

    The other being I wanted to reiterate some sort of fence system would be cool, I'd like to put up walls / fence here and there, or have decorations along the cliff face but using decorations for such ideas usually takes A LOT. Having it inbuilt would be nice. This idea is kind of mentioned above though.

    Edit:

    Recent enough just to continue-

    - Be able to name animals in our pasture. Good news, you can ! lol Just found it :3. It's under the mammet management screen.
    - Animal glamours, allowing players to get the visuals of one type while having functionally a different animal underneath. Could be you can build a glamour prism that you use like a collecting item (Pokemon Snap), and this captures the image of that animal.
    - Mammet glamours, speech wise it might not work.. so there is that.. but in terms of cuteness moogles, poroggos, loloporrit, etc.
    - Explained some above but as it just happened to me, please incorporate more ways to control the ability to land a capture.. just had two fairly rare animals fail to catch and it's not really fun when that happens. Mini-game, sneak mechanic, food mechanic, upgrading nets, charms (like using above ideas), whatever.. please make it 'controllable' even if that control takes investment above the basics.
    (1)
    Last edited by Shougun; 06-15-2023 at 02:47 PM.

  6. #6
    Player
    Shougun's Avatar
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    I didn't see a Island Sanctuary mega thread (though to be fair I looked for about 30 seconds lol), so since it's semi-related to above...
    1. I wanted to thank the devs for the addition of the 100% chance capture items
    2. I was missing some ingredients for an optimal craft (animal / farm) such that I couldn't use it, therefore a suggested use of the green currency (Islander Cowrie) might be at a non-favorable rate purchase missing ingredients. I say non-favorable as in it wouldn't be easier just to farm green currency instead of doing it 'correctly' BUT if you were missing 3 yams or something, you would definitely just buy it with the green currency instead. A simple way might just be when you review your season totals (for what things will cost) you can purchase stuff from there. Though an aside suggested thought would be part of the harbor content idea earlier suggested above, where there might be deals each day (or week)*, and then just a general list of items with the not so friendly prices.
    3. I enjoy the Island so it would be nice to see it continue to get improvements, though I am worried if the only improvements SE is willing to offer are at higher ranks rather than new systems. Like a new glyph system for your tools unlocks at rank.. like.. 5 not.. 25.. lol. Because if it's only a tower of content then something added new at the end of the next expansion is going to be like 6 months off before they get there or a BUTT LOAD of gathering lol.
    4. Mentioned custom delivery content in the harbor section but I think they are a nice example of NPCs that could potentially visit your Island
    5. Random thought on Beast Tribe content, where after a certain rank you unlock a beast tribe shrine buff that works in echo-able and open world content, each increasing exp but then each also having a custom buff (like increased movement speed, reduced sprint cooldown, etc). To relate that to the Island, you can spend quite a few beast tribe tokens (of that tribe) to gain an interactable structure that can be placed in your Island (I don't mind if it can be placed in houses too). As an aside, please allow other housing items that are interactable (like the repair, shops, etc).
    6. A teleport you can unlock, perhaps expensively, that allows you to teleport to your Island and then back to the location it was casted from (can have a cooldown). So you could be in the wild, teleport to your Island do some stuff, use the item again and it teleports you back and is placed on cooldown (for predictability could make it so if you leave the Island, regardless of if you used it or teleported out a different means the item goes on cooldown). Leave a buff on the character so they know the teleport is 'primed' and is on hold, perhaps allow players to cancel it too if they want (I assume logging out would also lose you this buff, putting the device on cooldown too). This vaguely relates to an item in a previous post about purchasing transportation convenience, like if you had a harbor you could unlock travel permits to many locations (Limsa proper, Kugane, etc), having a FC allows you to place a FC node, etc.

    *I still think adding new tools or effects somehow would help liven up gathering (like how I suggested bonus attempts, rewards, movement speed, range, etc). Could be a series of effects ('materia') that you can slot into your crafted tool, so the higher rank tools have more slots.

    Anyway, I really like hanging out on it and I really like the decorations. Would like to see it become more interactable so people who find looking up optimal outcomes on spreadsheets not that fun are also finding other activities that could be interesting. Really curious what the next expansion might have given there was reference to more content like this (but different). Hopefully we don't get squadrons situation where the new system dethrones the old system (trusts to squadrons). I would prefer if squadrons interesting mechanics were revived somehow, even if brought into the Trust system, but if nothing can be thought of them and it's like "nah man we can't think of anything".. perhaps also put them into the Island . Captain your ship, get a cute island map, and travel the seas lol. Establish trades, calm lands, etc.
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    Last edited by Shougun; 11-23-2023 at 08:33 AM.

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