The battle system needs depth in my opinion. The few stats we have increase relative to content level so there is no real character progression and little customization. Gear choices offer boosts in these stats and nothing more. As a result, rewards from battle content are unexciting.
Meeeuuuuuuwwwwwww!
i had the same feeling starting out alot of the goodness comes from the feel of the game. so i suggested more animations and character development. new jobs and more customizations to center.
Last edited by DragoonSantos; 08-04-2016 at 04:10 PM.
And another thought a photographer or artist.
Artist - Attacking with colors
Photographer - Dot / Supportive Class Enfeeble
Last edited by DragoonSantos; 08-04-2016 at 04:11 PM.
I just had a thought.
How about, a player run town? Or even simple concepts like taverns. Players can buy shops in towns and set them up to provide services to others eg: carpentry and stuff. They don't have to man it 24/7, and can hire NPCs, whose skills will mirror that of the player. Buyers can access a list of items said player can craft, and perhaps even let the player set prices for their services too. Misc items eg: crafted dyes, can also be added to the list for sale. Requests for items can be made too at the shop itself.
I'm aware this might end up to be another housing situation, but wouldn't that be interesting if it could be properly implemented :O
Achievement Unlocked: LOLGOON
Since FATE's seem so similar to Rift's rifts why not go all the way in copying them? As in if players won't react to some FATE events, the monsters might "spill over" and start conquering parts of the zone. Eventually some hubs might be run over and the players would have to either take them back or wait it out so that the NPC's would spawn back. These invasions of course scale with the amount of players in the area and in some cases escalate to a world boss if/when players fight back.
Very good idea. I would also hope they took rift's idea of also allowing us to get rewards for participating when it completes in the event we have to leave the zone due to hunts or queues popping.Since FATE's seem so similar to Rift's rifts why not go all the way in copying them? As in if players won't react to some FATE events, the monsters might "spill over" and start conquering parts of the zone. Eventually some hubs might be run over and the players would have to either take them back or wait it out so that the NPC's would spawn back. These invasions of course scale with the amount of players in the area and in some cases escalate to a world boss if/when players fight back.
Very good idea and would help with the immersion factor I think while also allowing crafters/gatherers an additional way to get exp or scripts etc.
Last edited by KitingGenbu; 08-04-2016 at 11:47 PM.
I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
I dunno how rift does it, but it can be done I'm sure. Trion is kinda all over the place when it comes to coding. Just like I dont get why companions (chocobos) had to be considered as being in a party when wow allows you to have a companion with you all the time.I think that this might be an infrastructure problem. The game seems to "forget" you FATE progress when you leave a zone and only remembers when you zone back in which will be impossible if you left due to instances. That must have to change if we re to get credit for this.
Choices have always been weird in this game, just like I always felt it odd that you could meld crafted gear but not raid gear. And they didn't adjust that until 3.2. So maybe we'll see raid gear bonuses in 4.X....Instead of adding more stats that will just get the same Crit/Det treatment we currently have, I'd like to see them do more with our current set of stats. Currently the only depth we have to it is more crit means more and stronger crits, and more speed means better dots. Except unless I'm mistaken the weights are too small to invest in.
Skill/Spell speed should increase the regen speed, Det should go the way of Mastery in WoW, parry should not only scale better but actually return half the amount parried back at the target. Instead of elemental resistance the elemental material should act as raw plus to damage, defense, magic defense, regen speed, and luck.
Gear sets need to be a thing. The GC sets have it, why do the raid sets not? Add in a bonus to damage, defense, stats, movement speed, hell even add a unique glow if you complete it all.
As far as combat I think the only thing they could really do to spice it up is add more ways to handle mobs rather than group and AoE. Maybe some are always in a berserk status and can be used to clear out other mobs, others that take more damage while stunned, sleeped, or blinded.
Another thing I would love to see them add is an actual focus to Leve's, or add mission variants to current dungeons. Such as instead of clearing out Satasha your mission is to escort the maidens out while the Yellow Jackets handle the pirates. Qarn you need to bring back as many randomly placed relics within a time limit. Or retrieving a lost civilian from Tam Tara, but instead of protecting him/her from adds, you also have spawning ghost that tether the civilian and if the ghost isn't killed fast enough the civilian is lost to possession and results in a failure.
1) I'd like crafters and gatherers to have a more substantial place in the story. If (City) is under attack, Crafters can make items to help repair it while gatherers get the mats to make poultices to help the wounded.
2) I'd like to see FATEs have an impact on the world around them. Could tie in with the above.
3
Instead of adding more stats that will just get the same Crit/Det treatment we currently have, I'd like to see them do more with our current set of stats. Currently the only depth we have to it is more crit means more and stronger crits, and more speed means better dots. Except unless I'm mistaken the weights are too small to invest in.
Skill/Spell speed should increase the regen speed, Det should go the way of Mastery in WoW, parry should not only scale better but actually return half the amount parried back at the target. Instead of elemental resistance the elemental material should act as raw plus to damage, defense, magic defense, regen speed, and luck.
Gear sets need to be a thing. The GC sets have it, why do the raid sets not? Add in a bonus to damage, defense, stats, movement speed, hell even add a unique glow if you complete it all.
As far as combat I think the only thing they could really do to spice it up is add more ways to handle mobs rather than group and AoE. Maybe some are always in a berserk status and can be used to clear out other mobs, others that take more damage while stunned, sleeped, or blinded.
Another thing I would love to see them add is an actual focus to Leve's, or add mission variants to current dungeons. Such as instead of clearing out Satasha your mission is to escort the maidens out while the Yellow Jackets handle the pirates. Qarn you need to bring back as many randomly placed relics within a time limit. Or retrieving a lost civilian from Tam Tara, but instead of protecting him/her from adds, you also have spawning ghost that tether the civilian and if the ghost isn't killed fast enough the civilian is lost to possession and results in a failure.
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