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  1. #41
    Player
    Radnar's Avatar
    Join Date
    Jun 2012
    Posts
    123
    Character
    Rad Nar
    World
    Coeurl
    Main Class
    Pugilist Lv 16
    Build options for female characters, not just bust-sizes. (Already said)

    A better Mithra-like nose option, that isn't tied to one face.

    The ability to control Teeth / Eye-type on Miqo'te.

    Capture-the-Flag PvP Mode



    (I just want to be able to recreate my FFXI-character like I was promised, dangit)
    (0)

  2. #42
    A sandy beach zone where all the level 10's end up at to test their mettle. Make it so certain tunnels hold up to six bats that will need to be taken down by a group of level 10s. At night make it to where skeletons and ghosts appear to troll the living shitaru out of your experience group. Also, let Goblins be aggroable again.
    (2)
    Retired FFXI character: Ranok of Sylph

  3. #43
    Player HiirNoivl's Avatar
    Join Date
    Mar 2011
    Posts
    3,642
    Character
    Hiir Noivl
    World
    Mateus
    Main Class
    Marauder Lv 50
    A more interactive environment.

    If there's a chair, I want to sit in it.
    If there's a bar, I want to sit at it.
    I want to open doors.
    Light lamps
    Disturb the undergrowth.
    (1)

  4. #44
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shougun View Post
    Of course :P I love discussions. Even if by everyday that goes its more a pipe dream then it was before lol

    Yeah I actually think Hyrist system works well with mine since theirs is about giving some power to the crafter and mine has a few points that will re-balance items giving power to the crafter as well. It also has a few paralleled mechanics that work together. Its the main reason why I linked them together actually.
    Actually, the Magnum Opus system, though by different name, was a large part of what I had in mind for crafting system revisions back in the day. Materia has also been hugely intriguing to me, though I started with a pipe-dream and haven't actually even worked back down to reality yet. Essentially, I connected it to Echo and archetypes, and it ended up fitting a system of gear-leveling, deleveling, and more intricate world interaction. But that would be... pages, and requires a few other systems first.

    Well, so be it. I'll start my outlining with those systems, and maybe I'll be able to get you by long-delayed feedback post. I hope it will be interesting. I'll probably use a Google Blog link instead of posting them directly.

    (Looks like this will be a while. Honestly I don't know if I'll be able to finish it today. Hoping for (and working on) it though.)
    (0)

  5. #45
    Player
    Nayto's Avatar
    Join Date
    Aug 2012
    Posts
    745
    Character
    Blake Ater
    World
    Excalibur
    Main Class
    Marauder Lv 65
    Interactive emotes like a simple highfive. One can enter a 'stance' and wait for another person to do same emote, it would then commence the animation. http://youtu.be/ZFf405h1Eno?t=38s

    If highfives ruin your immersion well... could make use that /rally emote then, or bring back /slap from FFXI and animate it lol. Or could use some greeting emotes like handshakes, being knighted... hugs? (remember have to be in 'stance' for it so no creepy molester hugs out of nowhere).
    (0)
    Last edited by Nayto; 12-03-2012 at 09:11 AM.

  6. #46
    Player
    Vanguard319's Avatar
    Join Date
    Mar 2011
    Location
    I've returned! First I find pants, then Louisoix dies for sending me to the void.
    Posts
    1,272
    Character
    Uni Neko
    World
    Hyperion
    Main Class
    Archer Lv 72
    Was reading Megatokyo not too long ago, and stubled across this.

    I gotta admit, the concept alone of a persistant game world would be awesome, but I don't see it happening in any real world MMO anytime soon.

    I also loved the whole idea of reverse-engineering in SWG: where you could take several weapons/armor/equipment of similar level or type, then destroy them to create a unique item that had all the best stats from the items used (like one weapon's damage, another weapon's attack speed, etc.) Again, I don't see it happening in XIV, since SWG did weapon stats a little differently.

    I would like to see player-owned airships that were POB, (Party-on-Board) especially if they added airship battles/battles inside airships. (Sky Pirates yo!)
    (0)

  7. #47
    Player
    Ralos's Avatar
    Join Date
    Apr 2011
    Location
    Ishgard
    Posts
    414
    Character
    Ralos Mikorius
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    I want to be able to smile and hug other characters
    (0)
    Quote Originally Posted by Fernehalwes View Post
    Great idea, Ralos!

    I'll pass it along to Yoshi-P personally

  8. #48
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Actually, the Magnum Opus system, though by different name, was a large part of what I had in mind for crafting system revisions back in the day. Materia has also been hugely intriguing to me, though I started with a pipe-dream and haven't actually even worked back down to reality yet. Essentially, I connected it to Echo and archetypes, and it ended up fitting a system of gear-leveling, deleveling, and more intricate world interaction. But that would be... pages, and requires a few other systems first.

    Well, so be it. I'll start my outlining with those systems, and maybe I'll be able to get you by long-delayed feedback post. I hope it will be interesting. I'll probably use a Google Blog link instead of posting them directly.

    (Looks like this will be a while. Honestly I don't know if I'll be able to finish it today. Hoping for (and working on) it though.)
    Awesome - I think you got me but I want to verify. I didn't mean pipe dream as it being impossible to do but that doing it now that it is so late it would be impractical without delaying the game in-order to thoroughly test the system first.

    To the crafting I thought how it first came out was great (like 200 ingredients to one recipe) but that they messed it up by not linking crafts together ("oh you need this item you dont have but can craft, and you have the materials - here is a link to craft this first") and requiring to grind on those insane ingredient lists. Rather they should have had the complex ingredient lists with a robust crafting interface and make each craft reward large amounts of experience. (My 'project' idea in the materia thread could work well with the most massive of scale recipes)

    I would have preferred a 'magnus opus' like situation for all crafts -love how two bars of metal turns into plate mail.. lol

    ---

    "Would love to see": An animation system that can link and sync animations together. Sync (play at the same time / moments) and link for more complex animations like a real handshake or high five a real dance - things that connect one player body to the other. I know the linking seems simple but I guarantee you properly "solidifying" characters adds a massive amount of immersion.

    There is a dance thread /dance that I wrote that in but importantly to that thread it talks about better dances with more soul and life and even includes some great video links. While some people there wanted Gangnam style from when I read most said no to that but wouldnt mind some real takes on folk dances (someone posted some great folk dances that would be awesome on hyur).

    edit: dance thread link http://forum.square-enix.com/ffxiv/threads/58131-dance
    (there are actually a few dance threads but this one is the one I was talking about)
    (1)
    Last edited by Shougun; 12-03-2012 at 10:12 AM.

  9. #49
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Shougun View Post
    Awesome - I think you got me but I want to verify. I didn't mean pipe dream as it being impossible to do but that doing it now that it is so late it would be impractical without delaying the game in-order to thoroughly test the system first.

    To the crafting I thought how it first came out was great (like 200 ingredients to one recipe) but that they messed it up by not linking crafts together ("oh you need this item you dont have but can craft, and you have the materials - here is a link to craft this first") and requiring to grind on those insane ingredient lists. Rather they should have had the complex ingredient lists with a robust crafting interface and make each craft reward large amounts of experience. (My 'project' idea in the materia thread could work well with the most massive of scale recipes)

    I would have preferred a 'magnus opus' like situation for all crafts -love how two bars of metal turns into plate mail.. lol

    ---

    "Would love to see": An animation system that can link and sync animations together. Sync (play at the same time / moments) and link for more complex animations like a real handshake or high five a real dance - things that connect one player body to the other. I know the linking seems simple but I guarantee you properly "solidifying" characters adds a massive amount of immersion. )
    I got what you meant. Lacking reality was only a part of my pipe-dream, and even then that too was more an issue of time necessary to design, implement, and test. I'm about 1,500 words into the description now, and feel like I've barely been able to scratch the surface of the ideas.

    And I couldn't agree more with both of these points. Which is probably why they're already partly involved in my rehauls. The crafting revamp allows you to make something out of just about anything if physically possible. A recipe book would likely be less useful than a calculator and scratchpad, except when working in abstract element additions (mostly in ritualistic items), though a Scholar notebook might be more helpful than that too. The animation linking has become part of my compromise (though I don't think it could really get better than that, so "compromise" is a bit harsh) between locked animations and free movement, along with linked actions in combat (and outside of combat).

    http://idealistdevelopers.blogspot.c...cc653c8adb8131

    Sorry for the cruddy formatting. I just wanted to make sure I had a copy up there first, just in case posting our ideas here without that makes them the exclusive property of SE. I'm not conceited enough to think that these will be worth anything; it's just the principle that bugs me.

    Edit: Going to have to take a break to get back to academic work. (Sadly, said work feels not nowhere near as rewarding as detailing a pipe-dream.)
    (1)
    Last edited by Shurrikhan; 12-03-2012 at 11:56 AM.

  10. #50
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100

    Fundamental Class Revisions

    From my cruddy makeshift blog (like Google Docs, but not as handy):

    Fundamental Class Revisions

    Foreword

    This will probably be one of the most hit-or-miss of my topics, primarily because it is a rather huge change. TBS, it breaks a lot of the separation of classes, allows personal pursuit of essentially custom abilities and jobs, while retaining true-blood jobs as things achieved, rather than merely granted by quest-lines. A Red Mage should be a Red Mage at heart too. In my system, it will take that to become one. And yes, this is a pipe-dream. It’s just one for which I did create a solid path to the beginning of implementation, though I’d now need to dredge much of it up from a poor memory.


    Parallels

    This system is heavily tied to:
    A full combat system revamp
    An original interpretation of material befitting FFXIV’s world lore
    (And a piece I’m now reconstructing similar to Battle Regimen)
    The same priorities in construction are used in the revised crafting system and improvements to world interaction.


    Basics

    Classes carry numerous paths of learning encapsulated by their weapon field. These may on occasion overlap, and will behave as such. Learning in one field can be used in others that make use of those concepts. Additionally, some learning can be simultaneous. You are not always leveling one class at a time. Connections to Disciple of Land classes (including the added Scholar, Mechanist, and Tamer) are especially versatile.

    These “concepts” are mechanically and thematically driven. They are not abilities in and of themselves. Rather, they are new levels to note of control or leverage into a fight.

    Abilities can be developed by the players themselves. The width of their uses should be enough to complete the gameplay experiences in combat as the players develop.

    Ability scaling as such is a matter of adding complexity, especially in long-term strategy without developing an urge to pull out one’s hair. Favorite and powerful abilities become more predominant without eclipsing the fundamental strategy you learn at lower levels. Building up effects personally and as a team compose a large part of team combat.


    Materia Parallels (Basics 2)

    A huge part of this system follows the original use of the materia concept specific to FFXIV. To cover it briefly, this system treats materia as the physical existence of ideas, which can be composed of purposes/longings and memories, essentially the future and past, within the present. This often connects to the Echo concept, has roots in de-leveling, and is the leading component to job-making, advanced ability-making, and late-game concepts. One of its unintended but enjoyable consequences is a huge amount of replayability and its parallels to the Twelve.

    It has almost no relation to stat-granting materia, likely connected more closely to job soul gems, in a less purely functionalistic manner. It should have emotional connections to your character, past and present implications of character abilities, and some slightly humanistic / religious motifs (a dichotomy, but nonetheless connected in this case).


    Detailing the Multi-Class Nature of Revamp
    • Part 1

    If you’ve seen any of my posts on DoL revamping, you probably have a pretty good idea as to what I’m after already. While I do not want to see any class turned solely into a holder for mechanics and mindsets, I think isolating each does far more to decrease the unique value of classes. I aim to make neither error.

    In those DoL revamp examples I mentioned improvements to the complexity of resources and materials, and how the learning or ‘mastery’ of these materials could be beneficially implicative of enemies and events in those gathering environments or of those compositions. This is still exactly what I hope to see from Disciples of the Land.

    Actually, though it might be a slight oversimplification, the multi-use of each tier of classes is largely as follows:

    War: mastery of martial niches and roles of combat including their instinctive thematic ties
    Magic: mastery of the abstract and magical surroundings of combat and sources of power
    Land: mastery of world knowledge and its use
    Hand: mastery of one’s tools (weapons, armor, devices) and the disassembly and weaknesses of others’

    In short, a Blacksmith (though my crafting revisions make this a far deeper experience and one that can certainly make an enjoyable living alone [given gatherer friends at least]) does not end his experience with his time at the crafting table or guild workshops. It carries as much as realistically possible into combat. His personal connection with his own blades, wielded himself and/or by his party is a subtle but significant factor in combat. A leatherworker’s expertise will often help in the killing of strong-hided beasts, and an armorsmith’s the killing of armored humanoids.

    • Part 2

    This is not to say that everyone will want to be everything. More than previously these classes have great depth, and though one can now jump in at various points more than before (there are no necessary copper, bronze, iron stages – just as one does not necessarily have to train an Archer to be a Stormbow (random name here meaning a sort of AoE archer) or Ranger or Elemental Archer, instead being able to take aspects of camouflage, burst, debilitative, misdirective, ranged, and weapon-specific lines of learning, etc, separately.

    Additionally, in party function, personal strength, and even making money in the economy, depth will often outdo width. Or, more aptly put, strength comes vertically, versatility comes horizontally, and being able to make a unique niche within either. (I apologize for switching the meaning of “depth” here.) Just as one could be a competent dps with only one dps class at max level, it’s plenty possible here. To best get this point across I’d have to give simulations on combat and business under my revised systems. I’ll give lengthier examples in their own subject pages, but here are some briefs:


    Combat-Related Example
    • Part 1

    In my combat system, fights are plenty possible without dedicated healers and tanks. More difficult, usually, and requiring much more intricacies especially in terms of building up effects on targets, rather than through the roles of party (this does get pretty complicated, but its learning scales gradually through one’s “levels” so to speak). In general, precisely hybridized party compositions are less situationally versatile than your general role-broad compositions, most usually employed for specific NM hunts and the like. Broad-spectrum roles in general within each class, though, will of course increase versatility. And it is also, again of course, a compromise.

    As to combat itself, this system uses a huge amount of potential interlinking of abilities, along with custom ability creation itself. The most prominent feature is the use of targetable ‘systems’, which includes a spell of attack already in motion, the effect grounds or receiver of an action, another party member preparing an action or using a pairable effect, or oneself to be interlinked with another action.

    For instance, (though these names are largely placeholders given the revision) a Conjurer could cast Aero onto a Pugilist using Fleetfoot to allow the Pugilist to use these dodges to either deal air damage to enemies surrounding her, use air magic as bonus to her own counter-attacks, or use the air magic following dodges as a source to use her own special attacks (imagine a jump-turning dodge turning into a Dragon Kick).

    However, at a price, the Pugilist could learn how to do this herself. This is likely in parties where too much attention would be required for the caster to pair effectively with every party member, and obviously when a player wants to be able to extend a string alone that would normally require party chaining. You could say that most of our base classes do this on their own already, even though the secondary effects are more ‘pretty’ than tactically variant, such as Vorpal Thrust, Impact Drive, and Dragonfire Dive. Actually, all stem from the parts of combat entailed in Lancer warfare, and as such even in my system they could still be gained without straying at all from Lancer.

    • Part 2

    But let’s take an amateur Red Mage enthusiast given this system, with experience in Gladiator and Thaumaturge/Conjurer. He could develop an abstract source for flame magic, which he can then tie into his combat via Trance (consider this like a thematic-specific TP build), to create surges of fire magic. Let’s say this particular player developed his access point via training in parrying and gliding sword combat, and from… a flint. I’ll go over how such a seemingly abstract way of learning can be done later. The uses are what’s important for now.

    In short, he can set of flickered waves (not actually an arbitrary description; every bit counts) of flame magic from his metal weapons sliding across another. He uses these for offensive parrying, against parries, and a special little something in parties…

    [Because this is a favorite issue of mine, let me explain the parenthetical. He is a Lominsian. He collects wisp-stones for the majority of his gil-making between training with a small group of like-minded swordsman and experimenters on the bluffs of the rolling hills off of Cedarwood. Both of these motifs – the flickering of lights, control of light, and the waves, are prevalent in his time learning this. This is an example of setting-situational typing. Rest assured, it is generally far too balanced to become a deciding issue during leveling. Both similarities and contrasts are useful to these in combat.]

    Imagine a Lancer chaining through a few linear striking abilities, driving an enemy back, before finishing with a charge and something akin to Impact Drive, but without the flame magic in it being used. The Red Mage-to-be, who’s been simultaneously harassing the enemy’s defense, then pairs with the attack, sliding his blade down the exposed length Lancer’s spear in a fast slash, blasting flame magic into the enemy with both his own generation of flame magic and the potential in the spear attack.

    Similar to this fairly obvious sense many moves effective for solo combat are also effective for party combat, if one knows how to stay teamed up effectively in combat. This is both intended, and inevitable, given the overall feel of this system.
    (1)
    Last edited by Shurrikhan; 12-03-2012 at 11:52 AM.

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