
Originally Posted by
ZorySantill
Oi. Took a while. I can't even see how most of these complaints would somehow fix everyone's perceived problems with the game. But I guess if your issue with it is minor contrivances like this more power too you.
- Exploring vase zones with danger. Supremely subjective, in fact I'm almost positive that people would hate running around the world if mobs were a constant threat to them.
- Way less Fates and completely different way of leveling in zones. (Make those Fates more special/Huge EXP gain) (Basically big Fate even'ts) Hard to argue with more ways to level, though whatever they add will be done to death you'll complain its a grind anyway.
- Branching path dungeons with different objectives and rewards. Will be dissected to find the "best" route leading to segregation of community where people get pissy if you go the 'wrong' route.
- Remove raids and instead add in 8man dungeons that are on pare with raids. (Hard dungeons, not always about hard bosses.) No reason to remove raids. Trash is not terribly interesting to fight through, though I agree it wouldn't be a bad idea to add variety.
- New stats, Double attack, Shield Bash+1, Ballad+1 etc. Double attack is just new crit, you think everyone spamming crit/det is bad? It'll feel worse when you have 5 more stats to balance when you end up getting your worst stat.
- Removal of tome cap & requirement for obtaining them for bis/removing the tome system. Removing tome cap will simply make it so people spam grind whatever is the fastest way to BiS and then complain about nothing to do. Time gates are necessary to MMOs
- Easier way to set up 24 man group. Even for Fates and other content. Hard to argue with easier group management.
- Start adding actual 24man Guild FC content into the game. 24 man content is going the way of the dodo in all games. Zerging content isn't entertaining, that's why its always the least popular content.
- Readjustments/complete overhall of the Hunt system. Doesn't need a complete overhaul really, minor tweaks at worst.
- Add a support class into the game. Slippery slope. Hard to argue one way or the other.
- Change all 4man raids to 5man raids. (1tank,1healer,2dps, 1support/dps) (DPS spots fill up faster then tank or healers. Also will allow you guys to create more interesting fights then with just the bare mim 4 party setup.) Adding an extra person to every dungeon requires an entire rehaul of the entire game. What does adding a 5th person do that 4 can't?
- Add no flying in future expansions. But also have the zone designed so ease of traveling around like with the ARR zones. (This will make zones larger because lack of movement speed/allowing creators to make more detailed areas without creating huge zones where graphics has to display a bunch of stuff away from the player.) (Basically more smaller zones, But still make the region quite large.) This directly conflicts with your first point about making zones more dangerous.
- Make every patch a catch up patch & a main patch. (Nerfing old content and adding new bis gear, instead of bis gear every 6 months.) Easy to call for "MORE CONTENT". Hard to argue against adding it.
- Mix old materials & new materials into new recipes, allowing older items to still be useful and making it easier for newer players to make gil on a patch. Why do newer players need to make tons of gil on a patch? Regardless of that, it would be farmed to death by higher levels anyway.
- Only release new Dungeons. (No longer create Hard mode dungeons.) Continuing old storylines in a Hard Mode of the dungeon (which only carries mentions and scenery from the original) is one of the major selling points of the game. Story is one of the primary things in the game. Are people really so upset by using similar aesthetics in new dungeons?
- Make relics require alot of gil/player help to finish. Allow all players to farm currency and able to sell it to players grinding out for relic. Asking for one of the best weapons in the game to be farmable through pure gil is absolute madness.
- Make Relics best in slot for every patch till next expansion where they need to do a hard quest to upgrade it again. Asking for a casual grind weapon to be the best weapon in the game is a huge slap in the face for anyone who does difficult content.
- Add no shortcuts to relic, but you can increase the currency that drops. Increasing the currency is a shortcut is it not...?
- Add a item reward system to achievement score for ARR & Heavensward & 4.0. (This will cause more players to do different content in the game to obtain these rewards.) More content. Couldn't hurt to gain more cosmetic bonuses from Achievements, similar to the titles and gear we get anyway.
- Make crafting more useful. Subjective. I'm sure a lot of people find crafting very useful, especially those wearing 220 pentamelded gear or making several glamours.
- Change the DoL stat caps/gathering caps. Give us a better benefit for going beyond the requirement for these gathering points. Subjective. I'm sure a lot of people (myself included) are very content at hitting a cap and not having to continue to grind more gear for it.
- Keep the item level requirement for duty finder only but remove the need for having it overall. (Lower item level gear could have better stats for your build.) Agreed but not really a major change.
- Bring back a way to change your Job/Class within a dungeon like with 1.0 dungeons. (Will cause more players to level more jobs & learn different jobs.) If you'd like to lose class identity 100%, then yeah this. I can imagine dungeons now, "AoE pull, going summoner. Boss time, going BLM. Movement fight, going MCH"
- Add in awesome Jobs. Samurai, Blue Mage, Thief, Red Mage, Gunblade Job/Garlean Based Class. Make sure the Jobs are fun to play at/really useful in all aspects. Just sounds like the request is MORE jobs? I think the ones we have are pretty 'awesome'
- Fix the mass issue with lots of gil on players. (Make gil more useful.) Not really an issue. If gil isn't worth much it doesn't matter that people have a lot. A minor problem at worst.
- Give everyone there own housing zone and lessen the need for housing wards. Your own housing zone creates a problem of no community, an MMO killer.
- Make Housing useful, not just as a vanity item. Needing to decorate your house in a specific way to achieve maximum benefit will kill the housing for most current homeowners, and create a chore for new ones.
- Add Open world dungeons/caverns. Content that people will either completely ignore, or zerg the hell out of? That sounds fun I guess.
- Add no more basic solo quests. Start creating the quests that need Chocobo Companion/Up to 2-3 players. These have existed before in several dozen games. Every time they end up complained about. Its cool to start off in the game with these quests. Once everyone's done them you end up trying to solo a multi person quest alone and end up frustrated.
- Make other cities like Grindana & Uldah easier to reach the market board & retainer bell. (Add Market Boards & Retainer Bells to the same zone as the Aethright to attract traffic to those zones.) Agreed.
- Remove Grand Company Grouping in frontlines, instead just make it A/B/C groups. Agreed.
- Allow PvP stat to boost only PvP actions and be able to use them in frontlines. Could go either way. Could alienate PvP even worse when the barrier for entry is large without the gear.
- Expand the PvP leveling rank system by adding in different stats & traits. See above, replace gear with levels.
- Add in different Materia & don't lower stat values on gear just because they can attach materia. Few pieces of gear have lower stats because of materia attachments. The ones that do suffer aminor stat loss for more stat control. Don't really see the problem?
- Have a new round/season of the feast to start up again as soon as its over. (Keeping the content from dying out once a feast season is over.) A small downtime between would be good. Hard to complain about this when we haven't even gotten one yet?
- Have top Feast equipment to give best item level/on pare with the top sets of the current patch. If by top you mean top few % of player ranks? Agreed. If its all grindable with random points? That would kill the raid scene.
- Remove the current raid system you guys have and just focus on primal fights because even the raids themselves are just boss fights. I don't see where the difference would be. I guess you're just complaining that you don't like Alexander? A fine complaint I suppose, but very subjective.
- Start making the main story fights a bit harder so players learn how to play the game correctly. (Add in a extra mechanic or one attack do the same thing as it does in the extreme version so they are more ready for the extreme version of the fight.) That happened with Nidhogg. People still complain about how hard it is, and can't finish their MSQ.
- Add a new mode of transportation in 4.0. (Boats/Water mount) You don't want flying, but boats will suddenly be different and ok?
- Make sure dungeons from the outside in the world map value to size to the ideal size of the dungeon. Also make sure the dungeon is designed the same way as it looks from the outside. Such a shallow and pedantic request. Should we also request that cities be about 100 times bigger in order to be more realistic?
- Less cash shop stuff like the Red & White magitek mounts and the Red Zu. Add stuff in there that we actually wanna buy/worth the asking price. Price is worth whatever people are willing to pay. That said, I'm sure more people would rather have recolors in the cash shop, as opposed to super unique things that aren't obtainable by playing.
- No jump potion/content skip. (If you do add ONE at some point you gotta give it to everyone that owns ARR regardless if they are new or not to raise any one class to 60 only but still have them do all the content in the game for them to reach that lv60 point & not allow them to unsync dungeons so they can solo it by themselves until they complete it once as the required level. Also leave it out of the cash shop or you will ruin this game.) Frankly I completely disagree with this and feel it should be exact opposite. Make people level up, its a core part of any Rpg. Allow them to use something to skip a majority of story to unlock things/get to current content. Forcing players through 100 hours of story in order to play with friends will alienate them and get them to quit much faster than having them level will.
- Add in new content but only release it when you know its actually complex/dynamic enough where players can enjoy it over and over and do many different things and not have stuff be broken at release. Sounds like a basic content cycle to me...
- Improve old content where they have a purpose/are more enjoyable. Old content is still played. Old school roulettes are still used for xp, poetics, esoterics, and glamours. Additionally, even content like old primals are having songs added to them, in addition to the ponies. Do you want to be pushed to do old content forever?
- Improve the Chocobo Companion system where we can Gambit there actions and give them way more skills. I could see the companion system being expanded more, but realistically not worth all the development time unless they allow companions in more situations.
- Allow us to Que for a duty with a chocobo companion. Agreed.
- Remove the need to build cities every patch, your wasting development having to replace/rebuild every patch. Just a few complaints ago was the one about dungeons looking like their real size from the outside. A city growing and improving with patches however is a downside instead?
- Add less seasonal events in a year but improve the events/quests. (New Year/Little Ladies day/Easter/Gold Saucer need to go. Put more dev time in other content/events.) Mm. Could see the seasonal events becoming more interesting.
- Add in a new race that doesn't look like a human. Lizard Race. Subjective. Historically bestial races don't do well in games. It would be a lot of wasted resources.
- Add in Viera. (A lot of people want it.) Ignoring the fact that this is directly counter to the "not a human looking race", likely not a bad idea since it is a fan favorite.
- Add in endgame content related to the main story. (Not a side story quest not really related to the main story.) Castrum Meridianum and so on? Unless you mean like Binding Coil or Alexander? In which case, that involves several main characters on both fronts. It seems pretty related to the main story of the game, just not required to progress?
- Open World Primals. (All Primals added into the game. Change the weather of the region/zone when they are spawned.) Like Odin who is primarily ignored even before Heavensward?
- Hamlet style content where DoL & DoH can be used in combat/content. (Good replacement for Red scripes) No idea what this means... just more content for Gatherers/Crafters I guess? More content is always good.
- Those DoH skills/job stones need be more useful. They were. They were required for a lot of crafts. People complained. Requirements were loosened.
- Add more random elements into crafting & fixing the HQ % to where it makes more sense. The HQ% does make sense... its not linear which is I guess what you want? But then you want your potentially hours of gathering to be reduced to a simple dice roll for success?
- Make Fishing more useful as a DoL. Give more fish a purpose. Don't just keep adding in useless fish. A lot of the best food requires fish. Just because you don't like that not everything is required doesn't mean it has no purpose. There are lots of useless ores, flowers, and even mobs in the game.
- Don't add anymore beastmen dallies. We already have too many of the same content. Add something completely new. A lot of people enjoy the satisfaction of a daily goal with something to work towards. As I said, time gates are important for an MMO.
- Add in other rewards players will go after instead of minions & mounts. Its getting old. Glamours are already offered though? What else are they supposed to offer?
- Stop copying the same rewards and giving them a new skin/color swaps. (ADS balls, Zu mounts, White Fat chocobo, Beastmen dallies minions etc.) Content is not unlimited. Color palette swaps are healthy for an MMO, it lets them add content for less development time, meaning they can add more somewhere else.
- Add in a triangle arena and a multi floor arena like what we had in to kill a raven. Not sure what this means. For PvP I suppose? PvP should probably be worked on to be improved in general first before a lot of content is added to it.
- Add in new PvP rules. Like King of the hill. See above.
- Remove the ability to choose frontlines & instead have it like cycle randomly to different arenas so older & newer content never gets stale or dies out. Forcing people into modes they may not like in order to 'preserve older content' means less people will play in general.
- Slow down the combat a little bit when your adding in more actions into the game. (Balance the GCD a bit more) GCD is already slow compared to almost literally every other MMO. This is a lrn2play issue.
- Magitek Companion/Attachment, usefulness in 5.0. Not sure what this means. Like, your chocobo, but you want a magitek one? As I said companion system in general could be fleshed out more.
- Being able to use retainers on the open world. Accessing your retainer banks and such anywhere? What's the point of even having them then, might as well just get 14 extra bag slots? Unless you mean they can follow you around and fight with you? Again companion system could fix that.
- Have Airships take you to special endgame areas, with a purpose. Diadem was a total flop but was supposed to more or less be this. Could argue for more of it I suppose.
- Frontlines needs to be more dynamic with options on the field. I'm not sure adding more 'stuff' for the sake of 'stuff' is the way to improve PvP.
- Have Brass Seals give armor & used for relic quest line. Also be able to trade them. Not sure what brass seals you're talking about... PvP tokens?
- Balance out desysthing where we can level it up without having to buy 500k equips. A lot of these complaints just seem to be aimed at making everything so much easier. This doesn't really seem like a legitimate problem that you have to work/spend money on a system that provides a large amount of items to sell for gil.
- Don't nerf vanity items just because more people want them. There is a market there and if you nerf it noone cares about showing off the $$$ vanity item. Its good to add more ways to receive vanity items as you go. That's what keeps older content fresh. Nobody wants to farm the 500 hour item after a time. Its good to keep things recycling in.
- Make Battle & Grand Company Leves important/more rewarding then what they are. (Players don't use them. Only on DoH & DoL leves. Fates & dungeons are faster exp.) Agreed.
- Add all rewards at the end of a dungeon. So players don't get the item and leave in a middle of a dungeon. This just sounds awful. Players who get an item and leave in the middle of a dungeon seems like a minor issue. Getting through 90% of a dungeon just for it to fall apart and having nothing to show for it? THAT is more frustrating than one person leaving.
- Allow players to use large amounts of tokens to buy mounts that drop from primals. (80-100 tokens would be realistic to ask for it.) Agreed. Seems like a minor complaint though.
- Adding ways toget gil out of the hands of players. Hence adding shops that sell items for a recipe that no other way to obtain. No real comment. Gil will always rack up again.
- Epic storyline/theme with endgame. They... seem to already do this?
- No more Normal mode versions of Endgame. Normal mode versions of end game were literally added in order to provide more casual players the opportunity to see the story. Removing the ability for less skilled players to see story lines seems like a terrible idea.
- Remove sub rewards. (Its getting quite large for new players to meet these requirements and there is no way these players would be able to catch up. Before it was every month to 3 months was fine, but now you need to stay subbed for a year to meet each reward now. Its a joke.) That is literally the point of veteran rewards. You just mentioned wanting old rewards to not be nerfed. This is literally the exact same concept.
- Have a option to still play the game till your sub is up without having to cancel it your account on the last day before getting charged for the next month. (Seems shady, didn't have this issue with XI.) Cancel your payment method, not your account and this already works.
- Make it easier to have steam versions of the game & still be able to use your game or upgrade it to the next expansion without steam needed. I use steam, never had a problem. If its weird for some people that's unfortunate and should be fixed.
- Add a que for your character if that character wants to move to another server that's full. You can move your character to another full server anyway without a queue if you transfer? Where's the problem?
- Allow players use multiple kinds of meds without sharing the same global timer. (Able to use HP potions & Dex Potions together) (Able to use High Ethers & Int Potions together) I don't think anyone wants this game to turn into a consumable spamming game do they...?
- Make the market board a blind auction house. (To stop undercutting of prices.) Where is the problem with undercutting now, really? Like, player control over an economy is a bad thing?[/B]