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  1. #1
    Player
    Seifu's Avatar
    Join Date
    Nov 2013
    Posts
    61
    Character
    Seifur Almasy
    World
    Excalibur
    Main Class
    Gladiator Lv 70

    Some Personal QoL additions (Updated Regularly).

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    **FFXIV Ranked System:** (A Replacement for Content walls, besides the iLv Hardcap)
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    After leveling my third alt character, I've noticed and concluded that there are many player-made barriers to endgame content, specifically in an effort to alleviate stress by doing content with better geared players. However, a players ilvl is a very inefficient way to gauge skill. Shortly after hitting 50, I found it extremely painful to even hit iLv70 without grinding crafted gear on my main account. Even after getting an adequate iLv, it seemed like most parties my iLv would allow me to get into (<83) weren't quite up to par, and even while doing content on my main account, many iLv 85+ players aren't very good, considering how easy and quickly one can attain that iLv now.

    And so, I've decided to suggest a very simple and widely used system of Ranked Instances.

    In short, Ranked Instances would effect both the Duty Finder and Party Finder.

    When using party finder to create a party, the option for "Ranked" will replace the iLv selector box (however iLv requirements for the selected instance will still hold true), and given the option is selected, a rank will be selected (Note: One cannot set a rank higher than their own).

    While using Duty Finder, a player can select either ranked or un-ranked (similar to the "Join party in progress" option), which would evidently place them with other players in the same iRank category^1. Each job would have it's own Rank.

    ^1 iRank categories vary every 6 iRank levels, with each group pertaining to different iLvs:

    1-6: Bronze | iLv 1-17 content

    7-12: Silver | iLv 18-35

    13-18: Gold | iLv 36-52

    19-24: Platinum | iLv 53-70

    25-30: Diamond | iLv 71+

    With the release of new content, each players iRank would scale down appropriately (, as well as the iLv of content needed to gain exp to attain new levels. It is only possible to gain exp for content in your rank group or higher, as to differ people from abusing the ranking system, meaning clearing weekly content such as coil will net you the highest exp.

    **Obtaining iRank exp:** By clearing content, players will be able to gain experience to bring them to the next level. Clearing content more quickly will net players more experience points, along with clearing content that is above a players iRank group.

    Conversely, wiping content will result in a loss of iRank experience, with the possibility of losing iRanks if enough losses occur.

    **Daily Roulette:** The daily roulette in addition will offer iRank experience up to once daily in addition to the myth/gil/etc rewards, with a 1.05x multiplier for healers and 1.1x for tanks (considering the great lack of these classes respectively playing, in order to alleviate other internal issues the game seems to be facing).

    **Abuse of the system:** As expected, players will attempt to abuse the iRank for profit by bringing players who would typically have difficulty clearing higher content and "carrying" them through it. In an effort to combat this, the time and experience needed a level will be quite steep, as well as the experience earned when clearing content with players that are in a higher group than your own will be decreased accordingly depending on the number of party members outside your own iRank group.

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    **Weekly-Lockout (Coil) Hard-modes:**
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    With every other patch being a crystal tower update, those of us who have been clearing the last of the endgame content feel as though nothing is offered, and an easy way to fix this would be releasing "Hard-mode" versions of coil. These would be as simple as giving the enemies and bosses a determination buff/increasing aoe distances/randomized attack patterns to enhance the difficulty of the dungeon without having to invest too much time taking away from developing newer content. With these hard-mode dungeons, the weekly lockout would be shared with the normal-mode coil, allowing players to decide to either complete the regular version from the earlier patch, or work towards the difficult version. In addition to being more difficult, the new dungeons would have an upgraded loot list, dropping "+1" or "Zenith" versions of the original loot; for example:

    Heavy Allagan Armor
    iLvl 90
    Defense: 158
    Magic Defense: 158
    Strength: 29
    Vitality: 33
    Parry: 24
    Accuracy: 34

    Heavy Allagan Armor HQ
    iLvl 95
    Defense: 160
    Magic Defense: 160
    Strength: 30
    Vitality: 34
    Parry: 26
    Accuracy: 36

    **Alternatively, the HQ could have the same stats as the NQ, however with an extra secondary stat on top of the already present stats to avoid the armor becoming too powerful.

    This would keep endgame players interested in-between the new coil turn patches, because I know myself along with many others 1-shotting turn 5 love this game to death, but are bored with the content and looking for something fresh and new to do.

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    **Primary and Secondary Merit Point allocation:**
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    Progressing and building characters is one of the key aspects in an MMORPG. Unfortunately, once you've hit Lv 50 and gotten much of the easily obtainable endgame gear (sans Allagan weapons), progression because stagnant and almost non-existent. A Merit point system to upgrade primary/secondary stats, as well as the potency of certain skills would make building up characters fun and interesting again. A Merit point could be earned after earning 1,000,000 experience points post Lv50. Depending on the skill, a player can spent their saved merit points to unlock buffs that work on a PER CHARACTER basis (rather than per-job). Each primary stat upgrade would offer +1 to that particular stat a max of 10 times, each secondary would add 2 with a max of 10 upgrades, and each skill would add a +5 potency a max of 5 times. Each upgrade following the previous would cost more Merit points to unlock.

    STR Merit Rank 1 (+1 STR): 1 Merit Point
    STR Merit Rank 2 (+1 STR): 2 Merit point

    Virus Merit R1 (8%->9%)

    Fast Blade Merit R1 (100Pot -> 105Pot)

    As it is a per-character basis, each point would carry over regardless of job.

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    Other QoL fixes:
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    -Allow Obey command without targeting an enemy, as well as your part starting in "Steady" mode initially.

    -Show Marker icons next to enemy names on the enemy list.

    -Confirm with an "Are you sure" when you attempt to leave an instance without rolling/passing on loot

    -PF Refreshes itself every 5-10 seconds and updates PT status.

    -Random Drop based on party comp rather than "random".

    -Include a keybind option for cycling through enemy list without having to confirm the target.

    -When players withdraw from a queue, it only removes the player instead of the entire party/alliance and replaces them.
    (0)
    Last edited by Seifu; 02-16-2014 at 05:40 AM.

  2. #2
    Player
    Billzey's Avatar
    Join Date
    Sep 2013
    Posts
    166
    Character
    Sakura Ephemera
    World
    Brynhildr
    Main Class
    Archer Lv 60
    I don't think you understand what QoL is because many of these changes completely change the way the game is played... Also I stopped reading beyond the "irank" system. I would love to be further punished for grouping with horrible players by having my rank decrease. What a fantastic idea.
    (0)

  3. #3
    Player
    Seifu's Avatar
    Join Date
    Nov 2013
    Posts
    61
    Character
    Seifur Almasy
    World
    Excalibur
    Main Class
    Gladiator Lv 70
    Quote Originally Posted by Billzey View Post
    I don't think you understand what QoL is because many of these changes completely change the way the game is played... Also I stopped reading beyond the "irank" system. I would love to be further punished for grouping with horrible players by having my rank decrease. What a fantastic idea.
    IT would take a lot of losses to de-rank, and if you're not clearing content than that is how strong of a player you are.
    (0)

  4. #4
    Player
    Macka's Avatar
    Join Date
    Aug 2013
    Location
    Uldah
    Posts
    412
    Character
    Macka Na'vatru
    World
    Diabolos
    Main Class
    Miner Lv 50
    This has nothing to do with QoL just saying.
    (1)

  5. #5
    Player
    mmcsky's Avatar
    Join Date
    Aug 2013
    Posts
    138
    Character
    Venti Moccacino
    World
    Diabolos
    Main Class
    Lancer Lv 54
    This souns like an epeen system
    (1)

  6. #6
    Player Shioban's Avatar
    Join Date
    Sep 2012
    Location
    Bastok
    Posts
    1,564
    Character
    Shio Ban
    World
    Twintania
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Seifu View Post
    Stuff that isn't QoL
    This sounds more like a complete system overall rather than a Quality of Life Suggestion. What you're wanting is to completely scrap the way loot currently works.
    Square Enix don't want a divide between hardcore and casual players, they want them to be on an even playing field which is why we have a ridiculous lock out system currently. (Ironically it doesn't benefit anyone actually)

    Quote Originally Posted by Seifu View Post
    -Allow Obey command without targeting an enemy, as well as your part starting in "Steady" mode initially.
    Already said they're doing this.

    Quote Originally Posted by Seifu View Post
    -Show Marker icons next to enemy names on the enemy list.
    This also crossed my mind once, it'd be rather handy.

    Quote Originally Posted by Seifu View Post
    -Confirm with an "Are you sure" when you attempt to leave an instance without rolling/passing on loot
    Can't really compensate for human-error and stupidity here, its a simple as waiting and not leaving.

    Quote Originally Posted by Seifu View Post
    -PF Refreshes itself every 5-10 seconds and updates PT status..
    They're already adding in a refresh version of the party-finder in the next update (or 2.2) which will allow it to notify you if the duty you're seeking is looking for [X]. Every 5-10 seconds however would put a HUGE strain on the servers having to populate the list every 5-10 seconds for everyone, whereas currently there's less stress with the vast majority of people not pressing the party finder button every 5 seconds.

    Quote Originally Posted by Seifu View Post
    -Random Drop based on party comp rather than "random".
    This would lead to the issue of "We never see any Dragoon loot, but this fight requires that we only take ranged DPS!"

    The way this game is set-up is, not every job is used for every fight causing major loot pool issues if you only got based on your party composition.


    Quote Originally Posted by Seifu View Post
    -When players withdraw from a queue, it only removes the player instead of the entire party/alliance and replaces them.
    If you're talking about pre-made parties, this would cause huge issues and it's easily fixed by simply removing the person from your party and entering again.
    A lot of players use it as a "ready-check" feature to see if everyone is there, this would cause huge issues.

    # Queue for Garuda Ex
    # WHM is AFK
    # Duty Finder Pops they don't accept, kicked them immediatley and puts a duty findered healer into the party
    # Your party enters completley confused by the fact your healer has now been replaced with someone completley random, wondering "This is the most ridiculous system ever, wtf"
    (1)
    Last edited by Shioban; 02-16-2014 at 08:14 AM.

  7. #7
    Player
    iRanOverYourMom's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    62
    Character
    Atticus Devron
    World
    Leviathan
    Main Class
    Lancer Lv 92
    i smell league of legends.
    (0)
    Get dunked.