Dear Square Enix,
I'm currently enjoying the game together with a friend. We're really reliving our FF historical adventures and are pleased with the general experience so far.
Yet, as we off course already noticed, the game experienced some difficulties in different areas of the game experience. So that last few days, each time we played together we listed everything we thought was not very satisfying concerning the gameplay or interfacing experience. It's maybe a bit of a fuzzy list because of the fast comprising, so please ask for details when points are not clear :-).
Gameplay/Interfacing
• It's disturbing to constantly lose your skill bars due to class swapping. Maybe you can add saved skill bar state for each class a character has?
• It's hard to find out what skills you can and can't still use cross-class in the Skills & Traits window. Maybe add some clarifying GUI/text?
• Can we see amounts in skills' their buff/debuff/damage/heal/regen/degen descriptions?
• Damage over Time durations are unknown (how long does Stone's DoT take?)
• Stoneskin reduced damage but also get's removed when the damage line is crossed. Can we get more details in description of the skill and other skills like this?
• A skill follow-up system would be nice to see the next skill you ready above the current activating skill
• Drag-and-drop skill icons. It's a big hassle to constantly browse all the skill lists and putting them al together
• A raster view for skills and inventory (with a mouse-over for item information)
• Illogical initial targeting of different types of skills; let's say I want to heal myself or a party member, it's starts sometimes start on the enemy I last cast a damage spell on. The other way around it's the same; I want to cast Stone on a Stuffed Dodo, then I target myself initially. Can there be restriction added that just doesn't make it possible to target a curing or buffing skill on an enemy and vice versa (damage skill on yourself or allies)?
• It would be nice to see in the attribute screen how each attribute is comprised in total. Let's say Strength is 20 and get's a bonus from a ring (+1) and a sword (+1), that it would say (20+1+1) in the attribute screen when you hover over that certain attribute
• You currently see the stats that are better when (for example) viewing a different sword then you have equipped. Maybe the boost (or loss) you get from that item can be shown (the difference), instead of going way back to your inventory and having to note some things down to see the differences
• A special bubble above the Behest NPC's would be nice
• Can Guild task NPC's get other bubbles above their head then the quest sign? It's pretty misleading
• Can the blue (with stars) quest "completed" bubble also be shown likewise on the map?
• Some NPC's/interactive items hold like Lore- and game-specific texts. Maybe they can be marked so they are more easily to be found when you get near them?
• Can NPC's that give leve-quests be marked too with a special card-like bubble. This would be handy and convenient
• Chatting while loading (black "Now Loading" screen) would be handy. I often experience loss of lines when chatting and entering a loading screen. Or either keep the text you typed after the loading is done
• Can the game (in-game) describe a bit more about the Astral and Umbral damage type and how it's resisted? Maybe in a NPC and/or in the skills/attribute screen
• The description of synthesis/mining/bait/etc. items doesn't always show what classes it is for. Can that be shown on these items just like "arm" and "sub" items?
• Can you please show the real map while viewing in quest mode? The default maybe may be crowded sometimes, but it's more difficult to find often when not showing anything at all (except the target place/NPC). Maybe just give that bubble an extra radiant glow on the quest map?
• Clearer details on active buffs/debuffs/facility-effects?
• Clearer details on what Guardian's favor buffs actual give you?
• The Wait function in Synthesis is off course fairly obvious, but still, it would be nice to show a bit more detail in the description what it's good for
• Showing ranks of the recipes while performing Synthesis would be great. It's still a bit vague at the moment
• Its not clear at all "why" crystals are needed and why it shows the required skills (that you don't see anywhere else in your character's profile or skill list?)
• More then four slots while trading would be great. Exchanging ingredients with friends takes forever
• The positions of party members on the map only get's updated if you actually move yourself for a moment. This isn't very convenient
• Battle Regiment is very vague. I tried it some times together with some people, but we didn't seem to get it right. Maybe this can be tutorialized and/or documented better?
• A bit more tutorialized texts at the nodes would really help a lot. I try to read everything that's possible, but still feel like I know so less. It's hard to get your head around things in-game
• Casting seems to sometimes have great lags, sometimes resulting in unnecessary deaths. I compared this in real life with two clients (PC's) next to each other (2 players in the same party), but on both player's perspective the casting was greatly lagged, canceled or not cast at all (without any restriction of gameplay effects being met or notifications of that being given)
System
• Can we get a free rows macro system so we can easily copy multiline text from other places?
• Can we get a few more macro rows. Maybe sacrificing some max. macro's possible? Most macro users use like three macro's because they can't all the actions in one
• The DirectX crash bug while performing ALT+TAB in fullscreen or minimizing in windowed mode is a bit disturbing for people that do a lot of multi-tasking :-)%