Senran Kagura
.hack//
Hyperdimension Neptunia

Senran Kagura
.hack//
Hyperdimension Neptunia
I would love to see the blade & soul loot system in ff14
I guess I could say
Ragnarok Online's open dungeons. Though.................this caused people to camp boss rooms waiting for the boss to respawn. That's not cool.
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ホイホイ Commissions ==> http://goo.gl/RwVnHZ
Clearly, the best Final Fantasy character is Locke Cole.
Glamour is TRUE ENDGAME


I can't really say it's my favourite game, but Guild Wars 2 did inventory management so much better than FF14 does. GW2 also has snappier feeling motion and action oriented combat.
Lord of the Rings Online did cosmetics way better than FF14 does, though I actually prefer the system in Secret World better. In Secret World stats are completely separate from visible gear such that a cosmetic system isn't really even needed at all.
Game: Any game that isn't FFXIV.
What XIV can learn: How to make meaningful stats.
Hmm hard to say, a lot of my favorite games are single player and their mechanics don't necessarily apply to an MMO, but I can think of a few.
From FFXI: How to do pet classes.
From SWTOR: A story with branching dialogue trees that actually have consequences. Now granted, in the SWTOR storylines the endings are basically always the same but a few of them do drastically change the path to get there and the dialogue that happens at the end along with the possibility of killing off certain NPC's. I'd have loved the option to punch the Fortemps son instead of letting Thancred do it.
From Bravely Default: How to do a Samurai class as a tank.
From The Division: A personal instance of some kind that grows based on our actions and accomplishments.



Erm...pet classes were horribly gimped in FFXI. SMN had next to no actual damage scaling for years before the devs remembered to make Avatars scale with summoning magic skill (not to mention the terrible Blood Pact timers and the fact they only became relevant after Alexander + Perfect Defense entered the game). Beastmasters were screwed from day 1 because of asinine penalties and lack of scaling/utility. Let's also not forget that Puppetmasters were largely a joke and needed an exploit to do even half-decent damage, even after the numerous buffs that job received.
I can agree on a little more weight behind choicesFrom SWTOR: A story with branching dialogue trees that actually have consequences. Now granted, in the SWTOR storylines the endings are basically always the same but a few of them do drastically change the path to get there and the dialogue that happens at the end along with the possibility of killing off certain NPC's. I'd have loved the option to punch the Fortemps son instead of letting Thancred do it.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
Allow me to clarify as I did in another thread. My point for pet classes was making the pet actually matter rather than being a glorified DoT, I think summoner should be be about the summons, I think if they ever add beastmaster, it should focus on the beast's you tame, etc.
Edit: I know MMO design moved away from that in recent years, but that doesn't mean I have to agree with it!
Last edited by Khalithar; 03-14-2016 at 01:55 PM.
Xenoblade X: A recent example that any MMO developer could learn things from; both good and bad. I wish FFXIV adopted XbX's design ethos when setting out to make new zones; areas that are not just large, but genuinely fun to explore with something new to always discover, and should take a very lengthy amount of time to see everything along with having a real element of danger added to that exploration. The game also handled it's version of hunts called tyrants significantly better and tied it into the exploration element. tl:dr; a diadem that works :/
Also seamless connected areas something people have always wanted to see. The Wii U only allows 1 gig of ram for use by games but XbX did it so well. The sooner we ditch the PS3 so they can start really making use of the ram in both the PS4 and a modern PC the better.
Phantasy Star (any version): Elemental and enemy type weaknesses/attributes. Someone already touched on this but it would add a nice amount of depth to this game.
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