Too hopeful. Way too hopeful.
Too hopeful. Way too hopeful.
More hairstyles. Longer ones. I don't care if it clips.
More outfits. Craftable, in game outfits. 22 dollars for a character bound cash shop item in a b2p subscription game is bad.
More events like the moogle tomestone ones that actually encourage people to log in and play the game, not just log in for a 15 minute cutscene.
Alliance Raid (Unreal)
Ability to buy 1 item out of a 99 stack on the marketboard.
NO WALLS OF TEXT PER IDEA???!?!??
Okay.. I give you.. small paragraphs!
Gameplay:
- Chocobo hot and cold: perhaps with relationship to archelogy (and may present itself to the level of a new DoL or limited DoL job), some tasks can be one and done but ensure some are repeatable enough that the content isn't finished and dropped. Include Chocobo Paradise
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- Dynamic DoL / DoH job changing: such that when you interact with a system it can change you to that job- smooth out the concerns. For example you can be a Paladin with mining nodes on (even all nodes), go up to a gathering point interact with it and it will change you to your proper job and when you finish change you back.
- Island Sanctuary content at all levels: including the bottom so the gameplay loop may change up more, I know some is coming to the top- that is good! Specifically consider some new content that can dump resources to add more of a long term staying power value (like a harbor you can build relationships with other groups, and earn other valuable resources). May further reference WoW Garrison/GW2 Guild Halls for some ideas (or don'ts, depending on what it was).
- Contextual ability bar in the Island: such that the area you're in will change the abilities like a mount or roleplay event in the game would, so I can just walk up to the pasture and have all the logical skills set (and not have to dive through menus)
- Z axis and collision-less placement and scaling: For objects inside houses, and in the Island, allow free more freedom of placement.
- Creation-like / glamour magic for Island Sanctuary: Being able to change the skybox, weather and themes of the Island, though given the animals if they don't change may seem funny. A theme that might work out of the gate is central park Amaurot (the rain effect could be assigned to other weathers, like if aether filled mists come in that acts as 'watering' the plants), or Floating Island Elpis. Just backdrop and surrounding water space could mean a lot, but if it changed the Island textures as well.... Pretty pretty cool. I understand adding alternative models for buildings would be a big ask though. Thanalan, or Azim Steppe inspired area.. Damn that'd be really cool.
- Alternatively new Islands and content: For example you can visit a new 'Island' which may have some similar animals and resources but also new ones, new things to achieve and do, with some building themes specific to that area. If you don't want to move your mammet operation there you can build an outpost, and use your new harbor content to interact with it still.
- Upgrade apartment system: to the point of being a house on the inside, blend housing internals and apartment system into one system (with upgrades blending so value isn't lost), add apartment system to Island Sanctuary.
- Events to the housing ward: including potentially seasonal events.
- Examine level 50 / Revamp the interconnectivity of Blue Mage spells: make the progress and content of those spells more interesting, and lightly look at all spells as a whole for increased combo and build opportunity (like status effects interacting, but not just that).
- Add a "filter by rules" button to Blue Mage circus: so when you press the button it will filter out spells and show you a list of all spells you have that meet the /current/ rules (making building a kit to a specific rule a lot faster)
- Remove hyper annoyance Blue Mage mechanics: like self stun, self pacification, purely chance based spam spells (can still have chance but make it like "death- chance to inflict KO or X potency Y debuff Z seconds oGCD), cast on another role mimicry, etc. Can make learning spells unique if you want like mimicry requires you to find 20 unique players of each role but then you master it and can cycle the roles.
- Address Blue Mage gameplay destroying spells: Fits with the above two, but 1K needles for example at early levels is too good not to spam and kills all other spells (while making up for that lost power by improving other spells). In general a lot of spells suffer from lack of cooldowns / requirements, as they are balanced down and hence suffer or alternatively are the star of the show and suffer that way- especially until a huge amount of spells later. Death example above can apply here too, where it's no longer spam till it works. Ultravibration is a spell added later that, imo, had good design and should example how the earlier spells should be. As bosses are immune and you get other spells this definitely gets situationally better, but there are still 'spam this one spell' times (and until you have more, it's pretty .. not good.. I think I cast 1k and ram / dragon voice an absolutely silly number of times and might as well have called it Needle Mage for the first 40-ish levels).
- "Fix" Blue Mage spells that bely their origin: like Fire Angon or Angel Whisper, which there are more of and are imo part of a lot of my original salt for blue mage, as these skills were way less interesting / weaker than their in-game and or fabled history (I'm fine with different, or not as OP, but at least keep them similarly interesting). The blue mage shield spell from the tortoise is similar where at least the boss could fire back at enemies, but yours is less effective AND more annoying to use
... Cancel-able with a special interactive component while bunkering down would have been a lot more fun imo.
- Blue Mage Deep Dungeons and Exploratory Zones (Eureka(s), etc): May change Necromancer achievement to be like Azul Necromancer, and use a separate leaderboard, but allow Blue Mage into DD and old Exploratory Zone(s).
- Examine the game and add tangible / gameplay based roleplay: for example Dragoons can jump higher in zones they've unlocked flying (for balance reasons), Ninjas teleport is just straight up a teleport (in zones they can fly in), etc. Look at WoW for MANY, MANY, examples which goes into items, classes, races, and even crafting classes; however, I'd avoid racial roleplay.. or at least be very conservative on that level (don't want to even be anywhere near "pick a taru taru if you want to be X job").
- Don't be afraid to add things that interact with the game for the fun of it: Strongly related to gameplay boosted roleplay, but I care enough to separate out. Items that make you tall, small, rocket boost you, drunk, do goofy things, toy box from WoW, potions and costumes from GW2, etc, players running around with duo emotes (holding hands or whatever), I saw rock paper scissors in Blue Point or whatever that new MMO is. An example where it's slightly attempted but feels short for no particular reason is when mounts get abilities in FFXIV, you know 100% that the ability will do absolutely nothing lol... it's not like it would have a severe impact if it did anything they just don't because... because... I don't really like that it feels FFXIV is afraid to break outside of content Islands, it's not fair to say a fear to add new things but just that there is a very clear structure and new stuff (which is made) will often be an island onto itself with a fear that Island has any connection beyond a very strict list of things that can be brought back into the 'standard' game (again I'm aware that's a stereotype statement and I can think long enough to show examples against it, but it 'appears' at surface level to be the approach to almost all things).
- Attempt to make classes less same:.. Good luck though lol. Given that they share a space with savage / ultimate, unless you expect players to play multiple jobs that seems like a hard wall.
- Shape shifting job: where shape shifting is the primary function of the job and is integral to the whole ethos of the job.
- 'Physical' mage: in the sense of a mage that is very aggressive and physically present. For example if you crossed Sauron and Golbez or if looked at specifically Thor in Ragnarok's peak scene (where he's just tossing lightning around and punching people in the face lol). Suggested Geoknight before..
- Improve movement systems, particularly mounts: akin to GW2, where the movement itself is less "jump, hold space bar / w, point camera down, land" (I made this suggestion in the past before GW2's system.. to be fair, but it is a really good example).
- Utilize the hunt UI for hunts: improve engagement with hunts and potentially consider a sort of BCNM system for A ranks (less reward but scales down to party size, if you picture chests at the end of a boss.. just less chests).
- Improve S ranks: with a mindset to big world combat fights like GW2 has (like the events they have, big honking dragon fights, etc). Then add a lot more
, potentially some on schedules.
- Improve FATEs dynamic ability: to encourage a more consistent experience (like if content is hot FATEs are amazing, if content is dead FATEs are really slow and generally bad). A number of FATEs can't kill you, but killing them is either boring or impossible if they didn't scale well at the time you engaged.
- Quick parties / alliances: for Hunts and FATEs, some sort of system that will quickly group people together easily- may use the party finder as part of it but I mean it'll be next to the FATE button or some other UI that is out and ready or might be an option in settings. So when you start to engage in these content you can just very, VERY, easily slide into a party. Quick party could be simply a party or it might even start to generate it's own rules, like put alliances together for increased chat between players (for fun) and filter out players who have left the zone or afk'd. For hunts it might have special rules not to drop when changing zones. For FATEs add the ability to push a prompt to other members to make the party crystalize, and wont kick people. Basically just a really smart party finder option that is built into UI and options that reduce any barrier of effort to near nil- stuff just works, just happens. Quick parties don't interrupt queues in the DF.
- Where possible take the best from eureka zones and incorporate into regular zone content: This could also be content released post expansion. New zones are still welcome to be added later, though they could also just become 'part of' the world map.
- Elements of visual change to zones with the FATE level system: (when you rank up the zones with bicolor gems, for example Eulmore slums may have visually improved).
- Bicolor gems to older zones.
- Smoother level sync system: to a level like ESO or GW2 utilize, allow zones to have value for longer / revisit. If it's an option to scale to a zone, then while scaled besides rewards being made of value also just remove things like having to "join" a FATE (as you'll be scaled).
- Upgrade / renovate squadron system to maintain usefulness: which may marry into the Trust system, them starting out slow is fine but I really enjoyed how investing in squadrons meant a lot.
- Add a glamour log: (would be neat to have lore bits on the rarer items too, like relics).
- Review impractical PvP achievements: that notes when they are dead / locked that their achievements are not essentially gone
- Bring stats back to PvP gear: even if there is some element of normal tome, like how crafted gear works.
- After getting a hold on Island Sanctuary, add hamlet construction type concept to FCs: like apartment suggestion above for Island Sanctuary the FC "apartment" can now be tucked into the hamlet. Potentially allow players to visit other hamlets to reap in rewards if their own hamlet isn't done yet. Can add Besieged / Hamlet Defense like content (FFXI / FFXIV 1.0) for FC, protecting their Hamlet / attacking strongholds, and maybe even some scheduled FC vs FC content. Utilize the reputation system that is in the FC UI to greater effect
.
- Rebuild / Restore content: (Doma/Ishguard) being put together such that the community determines the max step but the player generates the actual change to their own world (so if you're doing it live when content is new, everyone is working together and you depend on them, but later you'll get to enjoy the steps as they happen).
- Bring more of the changes for beast tribes into the game space, when possible: even if say you go to the Omicron star and it fades the player out if you haven't unlocked it yet (cross between WoW phasing and still sharing the same world space). Btw I love the Omicron beast tribe.
- Consider making not all tribes progress the same: every tribe's system structure is the same. Might be cool if you earn tokens and you can choose what facilities are built, like having to earn resources to spend and it unlocks features. In the end it'll probably all the 'same' but each tribe having pretty much the same structure of get rep, get rep quest, upgrade tribe, can get a be same - same in pacing. Given the above improved sync, revisiting old tribes could have other benefits.
- Revisit old tribes to help with 'old' relic steps: like Kobold tokens can be exchanged for Alexanderite maps that stack and earn you more Alexanderite. Or the Slyph can sell dew that enhances your next light (or in context of Island Sanctuary and harbor / building relationships might allow you to build a slyph pond that you can bathe a relic in for light).
- Bestiary & Codex: with gameplay elements associated, semi-akin to Bozja. Can connect to multiple contents, including things like Blue Mage / Monster Coliseum. (EDIT: To the scale of Witcher 3 or Bioware games)
- Magitek / G-Warrior Operator: limited job (Xenogears / saga inspirations)
- Onion Knight: limited job. Build your own job, with perhaps systems like sphere grids (plural) that unlock based on jobs you've leveled and equipment you level with it.. could potentially be a blast from 1.0 aspect too with 'weapon' levels. (Don't make changing the build a giant pain in the dodo bum though please, besides perhaps investing the unlocks the first time).
- Bonus Armory exp to side quests: rather than like the 1-5% they do currently now it's like a default of 10% and might even be more, when no exp is to be earned add tomes as a reward instead. Noting that it uses the armory buff for that, also consider perhaps moving some quests in the region till later for your other jobs- rather than inundating the world map with 1% exp quests that FATEs easily trump and dungeon / MSQ don't need on your first playthrough.
- Lighter gravity to the moon: Just.. plz.. Jumping on the moon damages my child like happiness of being there lol.
- Hotlinks in as many locations as possible: if you look at a tribe in the UI you can click it to go to the tribe on the map, recipes in quest descriptions opens the recipe, clicking tomes will remind you where the vendors are, beast tokens, primal tokens, custom delivery npcs name will open the map to where the are, etc.
- Achievement point store: ...Poke it, do something with it.. lol.
Graphics:
- Weather / Cloud systems to improve the appearance of weather, for example rain might come in visible sheets
- Water shaders that include a stronger sense of 3d movement
- Sand shaders that give sand a sense of movement, there are some static effects in game but I believe a quality shader could take sand to the next level
- Snow shaders that give snow a sense of 3d compaction (may cut corners for other players)
- Physics to flora and other objects where possible
- Improved draw distances
- In Game Calendar or Seasonal UI to something like the mini map border, try to fill up the calendar too
I've general wishes too.. but I feel better for perhaps their next MMO, some of the above even might fit there, like I'd LOVE to see a strong airship presence and that be a thing that is important to our development. Like a single player FF game, something you get earn, grow with, and is used to interact with the world. Or like more action focused combat (something I feel would be not great to change on players here, but hey a dodge roll in the next game could be pretty fun type stuff). Traveling / journey emphasis like some of the best portions of FFXV, not difficult or annoying system to interact with but potent and gives a cadence of journey and travel (resting for a second before moving on, which has it's influence in old school FF where a tent was super useful lol, etc). Different housing system from the get go that either takes the best of Wildstar or ESO, etc.
Honestly I have massive walls on pretty much all the ideas here, some of them my own threads. So.. :3.. yeh..
Last edited by Shougun; 05-05-2023 at 02:56 AM.
I'd like to see fights less scripted and be more reactive to the current situation instead. Right now you know what mechanic is coming and you can already go place yourself at the correct spot many seconds in advance. I'm sure it's due to how the server tick rate works. Hell, you can even pre-plan the full fight on a website because it's so scripted.
Last edited by Yushees; 05-04-2023 at 01:44 AM.
Oh a related note, though I do like how encounters are done in FF as they stand, I was watching a video Preach did about GW2 raiding (link for those who care) and he mentions one of the raid bosses wouldn't move on to its next mechanic until the current one had been cleared "properly". I think that could be an interesting addition to a fight or two in FF. Not *every* encounter, but an occasional one.
Heres my "wishlist"
-Improve Skills on older content Older content feels awful to play currently, Even stormblood is starting to feel a bit bad for me.
-Dungeons, with more hard modes Criterion and the new sort of dungeon stuff is good and all (doubt they're coming back but i hope), but I want more difficult/hard hitting versions of normal dungeons, doesn't have to be EXT/Savage levels.
-Tank changes I'd like something that changes up all tanks ideally, At least some reworks for DRK/PLD without making them more boring, DRK needs to move away from warrior, PLD in it's current form is weird and has a bunch of bloat, don't get rid of things like Cover, shield bash or clemency but actually make them good tools for PLD.
-Healer Overhaul All healers are in need of changing, either A: Heal more or B: give them more damage buttons, Spamming one dps button and hardly needing to make a choice when to heal or when to dps isn't a good system.
-No more clipping hair styles, more feminine long ones that don't clip Prolly hard to do but every good female hair seems to have a bunch of clipping issues even the short/medium sized ones. also please no more capes that ruin miqo'te/au ra tails thanks.
-Allow people to remove shoulder pads, Use glams as any class I don't like massive shoulder pads but i like armor sets, also let people use glam from other sets you can already go in as a tank wearing nothing basically no point in keeping the current glamour system.
-Move away from 120 raid buffs and current combat design I just want something new and fun, the shb/ew design isn't working for me anymore personally.
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