Ok, so here is my idea: We all post suggestions without any care if they have been said before. Hopefully then we can see what ideas people agree on.
- Loot drops: Instead of making more grind to get loot, make it so that people have a desire to go back to do the instances. Make it so that every player can get the drop assuming the drop is untradeable. In other words, instead of need/greed/pass for gear, Take/Pass where everyone in the party can gain the item. Right now, loot is barred behind 2-3 layers of RNG (1: Loot roll, 2: Loot drop, 3: Duty finder party makeup). This system and lockout would work because while you can get only so much gear per time, you don't have to worry that someone else will try to grab the same loot.
- *Assistance bonus: For those that have already gained their loot per time, they could get a bonus for helping someone with the instance.
- Housing: Increase the ratio of large/medium to small so that there are more large and medium houses.(20/30/50 ratio should work fairly well).
- Housing: Do a revamp of housing to enable more modular houses that can be upgraded.
- Housing: Friends list permissions. (In other words, enable people on your friends list/custom list do things to your house such as: fertilizing/planting for gardens, moving furniture around (but not removing), placing furniture, and even setting the name/description.
- Housing: Make it so that each account can only get one personal house and one FC house.
- Housing (Roleplay/vanity): Make it so you can turn off the lights/close the shutters.
- Housing (Roleplay/vanity): Glow in the dark items (related to being able to remove the lights)
- Housing (Roleplay/vanity): Make it so you can have an entrance message/music (from a list of existing music).
- Housing (Roleplay/vanity): NPC movement paths. Make it so that npcs sometimes moves along a path set by the owner, even potentially performing various emotes.
- Housing (Roleplay): NPC conversations. Make it so that NPCs can be interacted with and interaction will cause them to say various text. (or perhaps they will talk based on proximity)
- Housing (Roleplay/functionality): Retainer shopping: Make it so retainers can be placed in a house similar to another NPC and interaction with a retainer will allow a player to buy from the NPC (Player will set prices and keep the retainer stocked up but players can buy any number of items from the retainer).
- Housing (Functionality/Roleplay/Vanity): Wardrobe items in the house (instead of having to go to an inn to place items in your wardrobe), Door furniture (that must be opened to pass), hidden door furniture, "moving" furniture (furniture that moves/disappears upon interacting with some form of a switch or a timer (for example, there might be a panel that when interacted with move a hidden door or there might be a timer where every night a 2400 eorzea time, certain items (or npcs) appear/disappear)). Aetherflow pads (Paired pads where the first pad placed teleports you to the second pad, these pads could be interaction (like aetherflow in AK) or position based like the jump pads in ST)
- Housing: Guestbook. Make it so that players can leave comments about a house (the owner would have to enable the guestbook and would have the option of filtering the comments by hand.
- Community projects (Housing related): Allow various communities to work on a communal project for their ward or ward section. Players in a ward/section could either vote for someone in their ward that they want to take care of a large project or they could just work on it together. This would allow for communities to really personalize their living area. The community project could be anything from an open land project to an enclosed house project depending on the community. The communal project area could be very large, perhaps the size of several large homes, and could allow for scaling functions to scale items up to 400 times their normal size.
- Classes: Allow for some less generic classes that don't fit into just one category: such as Dancer or Puppet master. These classes could count as DPS or whatever their 'main' role is unless their alternative class role is needed, then could count as the alternative role. (So for example, you have a queue list of 50 DPS, 2 tanks, 1 healer. You have a class that can DPS but can also count as a heal, so one of them (starting from the most applicable in the queue list) gets the option of being pulled into the healer slot.)
- Classes: Make it so that classes are more enjoyable to play. Example: Bards have 4 main songs. Allow each song to be either linked to an existing song or to be a customized song so that when they use their song, it activates the songs.
- Bot control: Make it so that they must have finished the "tutorial" in order to add friends or private message players.
- Bot control: Allow players to have a whitelist where only people on their whitelist can send private messages. (Whitelist would have settings of: accept all, whitelist and friends list, whitelist only).
- Bot control: Allow players to have custom filters for chat/yell/tell. If any messages match the filters, the message is not shown. This should not be a shareable list as each player should be building their own.
- Bot control: Allow players to blacklist and decline a friend request from the popup. Currently you have to decline, then blacklist/remove from friends list.
- Bot control: Allow players to have a setting so that people under a certain level cannot friend request/private message them.
- *Note: these bot control suggestions assume no feedback to the person sending the message/friend request/etc.*
- Bot control: remove all banned/deleted (from friends list/blacklist/etc.
- Bot control: Increase blacklist size.
- Duty option: Allow afk: allow the party to vote to ignore the 10 minute afk kick. If needed, this could require a unanimous vote among voting parties (passing on the vote would count as voting in favor of allowing the afk in that case). This is useful if a member of the party has an emergency or for party finder runs when people are taking a brief break but don't want to end the instance.
- Raid Duties: Allow players to 'trade' players between alliances.
Duty/party finder: Allow a few extra options.- *Party finder: Allow, for duty parties to look for players from other servers within the same datacenter. (This could be limited to one server at a time)
- *Party finder; Allow for inviting players from other servers within the same datacenter.
- *Duty finder: issue: 18 Hour queue time, restart queue, instant queue. Fix the matchmaking logic.
- *Party finder: For duties, allow players to look specifically for players that have finished the instance before.
- *Party finder/duty finder: Allow players to do a "learning" instance where there is no loot, but allows the players to go to a specific "phase" of a fight to practice starting from that phase.
- Newbie player instance improvement: Instead of the 100 Mythology, make it so that there is a reward that is more beneficial. For example: For story type duties (Praetorium, Coil T6+, etc), for every unskipped cutscene watched by a new player, give the party 10 soldiery, 25 mythology, and 10 allied seals. So with 7 new players, each cutscene would be worth 70 soldiery, 175 mythology, and 70 allied seals. These will be rewarded upon duty completion.
- Class change within duties: Allow players to, assuming that a player has left the duty within 5 minutes of the duty starting, switch classes to make up for the missing player.
- Duty restart: Allow players to reset the instance assuming they are not in combat and there is less than 10 minutes left to complete the duty. This is particularly for if the party is from duty finder and want to keep playing together.
- Macro improvements: Increase the number of macro slots we have to at least 200 considering the upcoming class.
- Macro improvements: Allow us to do hotbar or xhotbar set of macros. This won't really help bots since bots likely have "better" ways to input than to set their hotbar.
- Macro improvements: Allow us to directly use a skill/emote/etc. icon instead of having to use the macroicon command.
- (These macro improvement ideas are mainly because there is no centralized voice chat system. To make up for that, many of us use macros instead).
- Crafting improvements: Allow players to search for recipes that use an item.
- Melding improvements: Allow players to meld without having that class selected, similar to desynthesis
- Melding improvements: Allow players to attempt to meld until the meld succeeds or they run out of materia/catalysts.
- Crafting bonuses: Allow a max level crafter to dye any item 'made' by their class.
- Dye improvements: Allow players to dye individual 'sections' of their clothing (sections being based on color)
- Repair improvements: Allow players to request repairs from other players when outside of duties and to offer repairs when inside of a duty (request repair being similar to request meld while offer repair is the crafter paying the cost of repairs for the target's equipped gear and getting nothing directly back).
- Repair improvements: Repair All. Repair all gear that needs repair in the player's armory.
Spectator mode for duties: Allow up to 8 players to be an 'invisible' entity for raids/trials in order to watch how a party does the instance. This will be by 'invitation' only. The 'invisible' group will not be able to talk to the main group or interact with anything and will only be observers.
- Enmity view improvement: Allow mouseover mechanics to show the enmity bars of an enemy instead of having to hard target the enemy.
- Enmity view improvement: Allow for an additional icon for when you have 'solid' enmity on an enemy (over 25% ahead of other players).
- Sanctuary class change: Allow players to not have to wait for their skills to cool back down if they do a classchange in an open area sanctuary.
- UI notice improvement: Allow temporary enemysigns in addition to the 'hard' enemysigns we have. In other words, these would be things like: '!', '?', '!!' that you often see in single player games when an enemy is spotted. The idea being to alert the party that something new has appeared, but without changing the existing enemysigns.
- Kindness improvement: Allow players to directly gift services to another player. Considering the recruitment promotion, many players are already buying cards and such for their recruits. Even before the promotion, there were players that would buy service for their friends. However, this does not allow the purchase of things like fantasia or retainers. Allow players to gift not only game time service but also additional services directly to another player.
- "stealth" mode: Allow players to go into a 'hidden' mode where their name doesn't show up unless specifically targetted. This would allow for some fun games like hide and seek as well as allowing players to move around without being noticed easily (if trying to hide from certain players for example).
- Gameplay issue correction: The sound does not occur from the right location. When setting the sound to appear from the character pov, often it still appears from the camera's pov. This has led me to play in First Person View more and more because of how reliant I am on sound. It is great that you've added the sound to visual, but that is only for the PC.
- Debuff and character visualization priorities. Allow players to set the order they want to see buffs in. For example, own>party>enemy>other or enemy>party>own>other. Allow players to set the priority they want to see models in: ie: enemy>party>other>own.
- Atma idea: Allow players to alternatively do low level roulettes for a chance of atmas (Atma chance roll upon dungeon clear).
- Atma idea: Allow players to use any class to gain atma assuming the class has the relic quest complete and the player has done the quest to be eligible for gaining atmas.
- Soldiery cap idea: Instead of the current cap, have a floating cap based on the number of level 50 classes a player has. So a player might start off with a cap of 3000 + 250 (1 class) and then gain 250 to their cap for every additional level 50 class. A player might have a weekly cap of say 350+25 (1 class) and gain 25 to their cap every additional level 50 class. This would keep the cap still somewhat low for people who are focusing on one class (and thus don't need as many soldieries) while allowing players who want to work on multiple classes to do so.
- ST cap idea: Make the lockout by class. Sands/Oils will be counted as for the class you join as.