It worked with out a hitch in Random Pick Up parties in FFXI. You just will need to make Macro signifying when you use a skill or adjust your chat logs.This could be pretty tough, because SE have to keep the balance between causal and hardcore players. It's going to become even tougher if you factor in random strangers from DF as well. However, if they can add in as a small bonus on top of what we have now if we successfully pull said party combo off, it might actually work for the best of both world. So static skilled players can benefit and causal players wouldn't get their head bitten off for falling behind.
Hell, even randoms were able to time a 12 Second Cast Freeze for a Burst.
Hell no. I vote they make it a daily attempt only to fix the problem you spoke of. One attempt and if you leave you can't go back in until tomorrow.
Yes. Just.. yes.
Not going to happen. Too complex for run-of-the-mill "what does MMO stand for" type of players.
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One of my own: Crafting recipes that are equal to current endgame gear. Not sub-par as with i70 gear. And yes, I know materia would make it better. My point. Crafting should be the best. Just make them cost a lot more tome items to craft.
Last edited by OrganizationXIll; 03-18-2014 at 03:53 AM.
Pretty sure this will be coming in 2.2. 3 stars crafting gear that is ilvl 80/90 with materia slots, and probably tier V materia as well
Yes i90 crafted are coming in 2.2. However, so are higher tiers of purchased and dropped gears. i110 gear would be my guess with i115 weapon from turn 9.

Grid system for unlocking Advanced jobs (Complex,System)
I'd like to see a sort of grid sytem where you recquire different jobs ( even more than 2) to unlock the quest to start the new Advanced jobs. And i'l like them to start from level 1. No more class -> jobs for the Advanced ones. A system like this would allow more different kind of jobs to be added.
I know it can be time consuming for beginners if let say they want to be a ninja, but it requires to have job A and job B, meaning they have to level 2 classes. But please let stop with the instant gratification, you want to be a ninja, you have to work for it, its a mid term goal. It should be fun to get there and a journey in itself.
Simple: war upper body gear that doesn't cover the head so it can be used with vanity system to mask coffins.
Complex: Open world dungeon that everyone can tackle how they want. At the end there's a portal to an istanced boss but it gets unlocked in the duty finder only when the player reaches the portal.

My biggest wish for this game:
Complex:
Total redesign of the SMN, to make it less 'generic MMO necromancer' and more Final Fantasy Summoner styled.
Step 1:
Convert ACN from being a damage type into a healer type. Give them leeches and Succor at early levels like CNJ gets. SCH becomes the natural job progression of the ACN.
Step 2:
SMN is now a Damage job based off of a healer class. Replace these little garbage pets with big powerful primal pets, but with a healing mechanic involved. The Primal spawns with 50% health, and that health drains away quickly. In order to keep the primal up and fighting, the SMN must constantly heal it to keep it's health from dropping to zero. At 0 HP, the pet despawns. On the other hand, the SMN must be careful not to overheal their pet. If the Primal ever reaches 100% health, it immediately stops and activates it's ultimate AOE attack, nuking everything in the area, then despawns. 90% of the SMN's damage now comes from their pet. SMN is no longer a DOT stacker, but does still have Bio and Ruin to throw around between healing their pet.
I disagree with making the Summoner a gimped healer they should stay a dps. The Summoner's should eventually get the ability to summon the Primals at the cost of mp and once there MP is drained the primal does it's ultimate attack and leaves. Also we should be able to make pacts with the Primals so reduce the cost if summoning them and if the player uses the Primals ultimate attack it leaves the field.My biggest wish for this game:
Complex:
Total redesign of the SMN, to make it less 'generic MMO necromancer' and more Final Fantasy Summoner styled.
Step 1:
Convert ACN from being a damage type into a healer type. Give them leeches and Succor at early levels like CNJ gets. SCH becomes the natural job progression.
Enabling Herklaedi (and multi-slot gears) for Vanity (Complex, Vanity)
This is going to be a little long, so please bear with me. As of now we don't know much about the upcoming glamours system yet, so this is purely speculation and deduction based on the intel we have now. Based on what I observe, the glamours system work this way:
1. Get a crafter to "copy" a vanity gear into the glamour data bank
2. Pick a base gear and saved vanity gear from glamour bank
3. Consume a vanity crystal of X grade respective to vanity gear's item level if the listed conditions match and apply vanity gear skin.
The issue with this system (if my hypothesis is correct), is that the vanity "status" is tied to an individual base gear instead of a whole set (think back to how colors isn't tie to a gear set long ago), hence multi-slot occupying gears became an issue.
Last edited by SokiYagami; 03-17-2014 at 05:49 PM.
I'm proposing to have the vanity gear be save as a set as well, then have vanity skin as priority over the base gear. In the case when vanity gear isn't apply, just default skin to base gear. Then the rest as follows:
1. If vanity gear is apply 1-to-1 slot over base gear, just overwrite the skin respectively.
2. If vanity gear occupy more slots than base gear (ex. Herklaedi), just overwrite base gear and lock out the respective vanity slot.
3. If vanity gear occupy lesser slots than base gear (ex. empty head + Armor of Light body over Heavy Darklight Armor), just overwrite applied slot on base gear and make remaining "free" slots appear empty (like how it will look like when nothing is equipped)
Last edited by SokiYagami; 03-17-2014 at 05:50 PM.
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