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  1. #11
    Player
    Amatsuhira's Avatar
    Join Date
    Sep 2011
    Posts
    102
    Character
    Remmy Palazzo
    World
    Behemoth
    Main Class
    Pugilist Lv 50
    I'm going to add this to the discussion although it is a bit dated as I wrote this a few weeks after launch. Some parts some you may still find valid, and of course I hope it will spark more ideas, that may exceed my own.

    I want to give some constructive criticism to a series and Developer i have been with since there was FF.
    1. Combat: Way to sluggish, you have to macro to even be half effective, targeting is harsh. I should not lose my target i.e. mole going under ground then go to re-engage them with Light Stab and end up targeting myself. Everything takes too long in combat to the point where it gives mobs an unfair advantage. This becomes a game changer when fighting multiple mobs, and even causes players to die unfairly. Having to press button for a skill then select target then press enter is a lot to go through also. I have a Gamepad as well. There is no way to /target npc with it. There should be /target Attackable npc as well. The animations on the moves are off and easily interrupted by pre-loading the next attack. Damage shows up in the window long before the attack goes through. I score 3000 on benchamrk which should allow me to play the game on normal settings, but i play in mid-low, so it isn't my pc. which is rated at 6 out of 5 by windows vista. Targeting is almost impossible in huge party situations, you spend so much time trying to target the right mob that players die or you don't feel immersed because your pulling out your hair for frustration. Using certain moves that require you to block or evade etc. should not light up on the action bar unless you have evaded or blocked. Right now they light up if you have the tp, which can be misleading. In huge party scenarios movement around the target is very hard due to players due to the 2 objects cannot be in the same spot or pass through each other because they cannot occupy the same space which also affects targeting. The ranges on attacks shouts spells need to all be adjusted to scale properly. Another Example: I should not be able to shadowbind a target with my sword, fist weapon etc. Any Penalties for casting protect while using a job other than CNJ. should be listed if there are any at all. Battle Regimens need to be made doable before the mobs are engaged. Right now it is a waste of time to do them for the length of time it takes. You need to bring back skill chains in some form, but make them bigger better, with more possibilities after all this is XIV. using a skill like Light Stab should automatically pull out your weapon regardless of range. The time it takes to exit combat put your weapon up and flee need to be sped up. My idea is to make it so you can put your weapon/tools up while on the move. Casting times for skills and spells need to be fixed so they are exact every time. I understand lag can play into this, but it should be from the internet but not because the games timing is off. More options for the controllers need to be created, more key binding options is a must. Remember you can do things like tap a button versus holding and get 2 different uses out of the same button, perhaps even double tapping. My major gripe with combat is targeting and pacing. The more mobs we fight the worse it is, but everything about combat is sluggish. I would also like to see a bit more variance in the skills we get. Something needs to be done about using a Shield I think there should be a zero cost skill for shield that can build tp even if its very slow. The fact that you cannot move or remove the default skills for a R1 player. At least let me pick where i want to put the skill, I can accept it has to be on the bar but not always my main attack, i.e. Pugilist Light Attack vs. Heavy Attack. Once I got Light Attack I felt Heavy wasn't even necessary any more because Light Attack is awesome in its evasion boost. Point is rather have Light Attack on 1 key than Heavy. Lastly I would again state that the Timing and pacing of combat needs to be reworked all together. I'm sorry i know that is a huge ordeal to undertake.
    2. Sound: we need better options for sound control from INSIDE the game. The footsteps and wind and crafting sounds should be sound effects and thus able to turn them down and off. They are not. Perhaps i would suggest even to have the ability to turn the sounds down individually.
    3. Inventory Space and Storage: We need better storage options, Bag Slots, Mog Houses, Bank Vaults, Chests, something has to be done because we are having to carry around so much. One possibility would be individual tabs for Weapons, Armor, Projectiles, Food, Materials, Junk, etc.
    4. Crafting: I have a love hate relationship with this crafting system. First the Love. I love the immersion in the crafting, I just wish I had more information to work with when crafting. A Recipe book would be nice too. Now for the Hate. I should not be penalized because of moon phases, there should be a bonus chance during certain phases for certain things, I should never be penalized because my free time doesn't coincide with a perfect time to be in the game. One example i have thought of is, Let's say i'm crafting Wolf Leather I'm doing it during a full moon. I then would have a chance by w/e % to create Werewolf Leather. now i know it may not be the best example but the idea should be understood. I'm also not a fan of my boots being damaged because I was repairing a Blade, that kind of penalty is a turn off to say the least. I would also like to see instead of optimal levels. Minimum Required Levels to craft and wear items. There also needs to be a % based success rate or chance thereof in all synths based on players level and gear.
    5. Miscellaneous: I personally feel the Class system needs to be reworked in general. I have played every FF since there was FF. this system came from FF II right even if loosely. A sphere grid would be pretty awesome. Now this Sphere Grid would not be like X, but more like the talent trees in other mmo's and games like Borderlands. We don't even have to call it a sphere grid, you could call it Specialization. Materia would be amazingly awesome. We don't have to call it materia, we could implement Crysta in this way as well as the payment options. Even being able to be called Shards or Runes. We as FF fans are not gonna want to part with summoning, but i believe in time you have already a plan for this is some way. The Job system from FF V is a good place that you guys seems to work from for both XI and now XIV. I was a HUGE fan of subjobs, but in the interest of openness i understand why you don't use it here. This is another area that Specialization Tree would come into play. It would allow us to feel as though we had a subjob without seeming like a retread. Obviously it would be limited in points used. We would also have to have it so you point X amounts of points into skill Y in order to unlock Skill Z and so forth. Some Skills or specs. should be independent. You can look to WoW /cringe and Perfect World as well as Diablo and many other games like Borderlands to implement this. I HAVE TO SAY I WANT YOU TO PUT YOUR FF SPIN ON THIS SPECIALIZATION IDEA. Take your time but not so much you lose the fans. Implementing things like NM's before you fix problems isn't acting responsibly. In your Trailers and the opening Cinematic the Hume is using a Greatsword. Yet there isn't one in the game nor a class for them. I suggest calling the Class Soldier out of respect for Cloud, Zack and Sephiroth. In my opinion the Class system needs to be reworked and named all together. Lastly Would it really be so bad to have all the races keep their old Names? We see Hyur we say Hume, we see lalafel and call them Taru, Miqoute or w/e it is Roegadyn or w/e it is. Everyone I talk to hates the new names. Most refuse to call them by them. If you really wanted to make new characters then make new ones. Don't issue a retread and then call it what it isn't. We like the Hume, Mithra, Taru, Elvaan, and even the Galka. Out of all them the Galka lost their tails which is cool so i get them being Called something Different, but it wasn't needed at all. But there are still no male Mithra so whats the difference? You copy paste all this stuff and then rename it, like the terrain. I don't mind it too much but too many people are having a problem with it, it needs to be addressed on some level.
    6. In Closing: I'll try and be as helpful as I can because FF after is me and it's what i have grown up with. I'm sure I have left some things out, but if permitted I will try and help with any in game issues I can. If ever you all want any feedback on anything at all, be it an idea or concept, it would be my honor to offer input. Namaste and thank you for your time.
    Amatsuhira

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    Let's try to add something to the blog and not take a critique the "ideas" put forth by anyone mentality on this page. Move the conversation forward otherwise it becomes stagnant. If you have nothing to add don't add anything.
    When a player dies perhaps give them the chance to go to nearest camp or your version of the home point, which seems to be last Aetheryte touched.
    Map: When we go off the beaten path into a cave it would be nice to have the map indicate it. I wouldn't mind having a black map that uncovers as u move underground, at least give us a map of the caves and not just the "Overworld map" it's bloody confusing.
    Ability to add custom chat window tabs.
    When Crafting we should have a drop down or added bar for recipes already known, also like what was done with the equipment screen, only show us materials usable by said craft.

    Edit: Would anyone else love to see the Kingdom Hearts Battle system in XIV? If not what system would you implement?
    Namaste
    (0)
    Last edited by Amatsuhira; 09-08-2011 at 11:21 AM.

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