[dev1034] Introduction of public companies
I'm still not sure what these even are! I am however pretty sure that they aren't as 'public' as they ought to be. I don’t know if the following suggestion is even the same vain as the statuesque, however I believe it is what most players truly desire.
I suggest the modification of various empty booths and vendors located all about the game world. Make available these locations as actual real estate within the game. In this way, linkshells (& even individuals) are given a higher level of motivation to accumulate wealth in order to possess this real estate and utilize it to raise funds for their causes, whatever they may be.
[dev1033] Changes to class names
Personally, I do not believe the wording of this development tag holds true to the game mechanics as they presently stand. I do not believe this branch of development should last another day. The only name changes necessary to ARMORY classes is changing the entire list, which is to say, the only desirable change is the addition of new and exciting ARMORY classes that provide fun new interfaces as well as any imaginable practical skill (e.g. jump).
Being somewhat experienced with online final fantasy games (I know, there are only two so big deal right). In my opinion, the most exciting possibility is the addition of Jobs (like XIs job system).
What worries me is that the addition of Jobs could come at the cost of the armory skill system. I hope for the best, but I expect that a great deal of people may have overlooked just how awesome the armory system is. Moreover I fear that people don't realize how easily the armory system can coexist alongside a job system.
The armory system is obviously the advanced form of skills in Final Fantasy XI & Jobs were obviously always planned to be introduced once the armory system was stable. Or I'm wrong & my sadness will come in tidal waves.
[dev1032] Changes to actions for Disciplines of War & Magic classes
Once again, I do not believe in this branch of development & whole heatedly dread such changes. The development team as a whole should strive to keep as much as possible pertaining to the game as is. No one wants to punish the faithful players because they think a major change in this branch will improve the game perhaps attracting new players. The actual affect of such changes are nil as they cancel each other out & someone is bound to be upset. HOWEVER, I do not oppose balancing out any imbalances discovered within the actions themselves, of which I know of zero.
[dev1031] Design and release of notorious monsters
I’ve got nothing to say about this. I only fear that notorious monster will overshadow the need for well placed NORMAL monsters & the use of strategy to defeat said mobs. I can’t help but notice the lack of real party worthy mobs on the map that are placed in such a way that group players are in a state of codependence with each other.
[dev1030] Enemy distribution adjustments
AS I’ve just stated, there should be more mobs that are placed ‘In-the-way’ of players. Thus providing a real reason to team up to take these hostile foes down and reclaim the land.
[dev1029] Environment collision detection
I would LOVE to see this team flourish. BUT what about PC/NPC collision detection?! [SUGGESTION] PLAY ASSASSINS CREED!!!! ADD something similar to its push crowd push/nudge system.
I don't mind getting pushed around a bit... OF coarse this is only my humble suggestion.
[dev1028] Addition of beast tribes
Do it, as long as they are not in instances… I hate instances… why are they planning on adding instances!?!? I hope they are only instances by definition but are unique in the method of seperation from the rest of the world. Instances just bug me, I LIKE being in a dungeon with other groups. The leve system is instanced in a very respectable manor.
Ugh, I despise games like wow, which completely isolate groups from the 'real world'... Ugh, beast tribes abound! Moving on..
[dev1027] Balancing of enemy attributes
I got nothing. Keep up the good work!
[dev1026] Changes to claiming/engaging enemies
The /targetnpc function is glitchy.
[dev1022] Auto-attack system
I'm all for auto-attack! Most battle classes have more than one standard attack. Perhaps the dungeons & dragons 'Attack of opportunity' calculations (or something similar) could be utilized to figure when and how frequently a player performs a secondary attack...
Are they really going to abolish TP!? I don’t have a clue why that needs to happen… Just change it. Get rid of the big numbers and just make it 1, 2, 3… but do cut it out… that’s just too much work for so little… wah..
[dev1020] Party system changes
This is more of a battle mechanic suggestion. I would like to see the armory system altered in a few simple ways. First, enable parties to begin battle regimens IN PASSIVE MODE. I see no reason why parties should have to engage in combat in order to initiate a battle regimen. Second, allow one of each type of battle regimen to be set & label each according to their affects. MPdown, DAMAGE^ etc. Finally, instead on one person initiating the battle regimen allow each and every party member to select their individual preference of all preset regimens. Whichever wins the vote is performed. Replace the current interface (the red/blue circle) with a simple poll. Perhaps add more dots of different colors with short (really short) abbreviations informing players of their status effects etc.
Other than this I want to reemphasize the addition JOBS & SUBJOBS alongside the ARMORY SYSTEM. I can not stress this enough. The Armory system MUST become the parallel to SKILLS as used in final fantasy XI. JOBS & SUBJOBS MUST be added without taking anything away from the ARMORY system. Anything else will alienate all current subscribers…
Design jobs to benefit in unique ways from the armory system. This will allow for a more diverse party mechanic, while still providing a firm base to structure a group upon. Jobs should not be locked into one armory class, but should instead should have the flexibility to draw upon which ever armory skill a player desires. For instance, a MONK with a pugilist (required) background who is also an experienced lancer & a decent conjurer. Essentially, add the battle system from FFXI on top of the system in FFXIV. Jobs should simply provide an extremely high incentive for people to play a role in a group. The more job experience a player accumulates the more Job specific abilities a player gets. These abilities should simply be advanced sets of skills catered to party dynamics.
I can't think of a better solution. The battle system would be perfect.
[dev1019] Examination of an auction house system
The game doesn’t need an auction house… BUT if we’re going to add one, how about making it like an ACTUAL AUCTION? Hey, how about anyone can auction any item just like anyone can have a personal bazaar. So, in the middle of the street a player can auction off an item that numerous individuals would like to purchase… The ebay style auction houses of most mmorps are fine for what they are, but they don’t really do much for gameplay.
[dev1018] Improvement of market area connectivity and stability
I don’t really see the need for the instanced market wards in the first place. Between getting a retainer, summoning the retainer, exchanging items & grabbing leves… We’re running all over the place!!! Get rid of the wards, consolidate all the market ward functions to the retainer booths. There is no reason players should have to run about in the wards to obtain an item, just let us shop and search from the retainer booths, which are conveniently located in the highest traffic areas of the game. Simple isn’t it?
[dev1017] Introduction of new synthesis concepts
AS long as nothing major gets removed, I’m 100% content with the current system.
[dev1016] Synthesis interface improvements
I do have one suggestion. It may be that this is how it is. I think that the COLOR of the CRYSTALS ENERGY should indicate the BEST NEXT move by the player. So, if your crystal is glowing yellow, a specific crafting method will produce optimal results.
[dev1015] Revision of battle loot and quest rewards
Give loot based on each individual. There isn’t any reason party members should have to share anything. Calculations pertaining who gets what should be different for every member, so that no one gets anything useless (other than loot and perhaps materials). Gear should be given on an individual basis.
[dev1014] Reexamination of class-based requirements for gear
Anyone can pick up a sword, anyone can wear any shirt that will fit them. So why have limitations on what players can and can not equip. I think the current system is pretty much flawless. The only favorable addition I see is the addition of more usefull information pertaining to how gear is affected when it isn’t being used by an optimal rank/leveletc.
[dev1013] Reassessment of the gear affinities
Jus t use common sense. Heavy gear hinders dexterity. Light gear hinders defense. This is easy isn’t it?
[dev1012] Higher visibility of the optimal rank of items
Show ho affected the gear is in the gear description, its as simple as that. Show optimal attributes and the attributes when any particular player equips the gear. Put little arrows next to the stats that indicate decreases/increases in effectiveness. DUH
[dev1011] Balancing of guildleve rewards
Yeah…. Do that!
[dev1010] Improvements to guildleve-related information
I’m all for improvements!
[dev1009] Changes to notification windows
What notification windows? Am I missing something?
[dev1008] Character jump feature
ADD MARTIAL ARTIST ARMORY CLASS specializing in , what else? Martial arts like Jumping, dodging, tumbling, etc. Since everyone has access to all Armory skills, why not add martial artist?

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