-Housing overhaul
I mean seriously
1st off, there should be free personal housing somewhere. Why are players paying **millions** of gil for a giant piece of glamour?
2nd: Personal housing, when you add a desk with a drawer, you are granted item storage.
Why isnt this a thing? I hear of 15 year old video games with this. XIV seems outdated with this glamour style housing system. If anyone isnt aware Final Fantasy XI has the Orchestrian system...
-Make better use of item level sync, and level sync
Item level sync could be used to breathe life into old/any/new content.
There are too many items in this game, with almost only 1 or 2 ways to obtain them. Makes no sense.
This content could grant materia, gil, crafting items, tools, gear, all kinds of things. For better use of this, and a true *huge* Massively Multiplayer Online game, see suggestion "Give purpose to story fights'
Level sync could be good for helping people with fights, leves for example, or whatever. It just should be a thing cause I cant imagine its too difficult to implement.
-Gold Saucer Battle Square
Helps players level, fun duo PvP, end game rewards
There should be a Battle Square in the gold saucer.
The Battle Square would be based upon your level. Similar to how Deep Dungeon works, but ...
1 vs 1 fights
1 vs 4 fights
1 vs 8 fights
1 vs boss fights
They would increase the values of the enemies stats, or simply add new enemies with each patch. Not hard to do, just have to streamline it like they do with the dungeons.
The 1 vs 1 could be PvP type duel. Granting MGP and wolf marks
The 1 vs 4 could be for leveling, each with MGP reward and then a certain amount of experience points based on your level.
The 1 vs 8 fight could grant items for "relic" weapon upgrades instead of having to do 500 dungeons or 1,000 FATEs for every single upgrade.... Allowing the player to have options instead of just doing the same thing over and over and over.
1 vs 8 could grant other rewards like tomes
1 vs boss could grant tomes, MGP, items for relics, old weekly lock out upgrade items, random pieces of gear, gil, materia, seals, tomes, just about anything. Variety.
-Return all "old" tomes (Mythology, Lore, Philosophy, Soldiery etc.)
Making items purchasable relative to that specific tome, and possibly some more.
What this accomplishes is it restores a bit of value to older dungeons.
For example, the wanderer's palace and Amdapor would grant 100 Philosophy, and like 40 Mythology.
How?
By restoring the crafted items, such as coke or potash, back to the Tome merchant, and out of the Grand Company. Honestly, as they continue to shove tome items into the Grand Company list, those items become increasingly imbalanced.
For example a drop from Sastasha gives what, 50 GC seals? Yet the item level for the item level 22 Storm Pirates Sword costs 1,060 seals? That would take you forever. Because they have left that item balanced to what it was when it was released. Which back then you could turn in say 3-4 pieces of gear at level 22 to obtain it with the seals you'd be rewarded, but they keep creating a horrible imbalance, cause they want the high level dungeons at level cap to grant 1,300 seals or so, and keep lowering the reward for lower level dungeons. Its really really bad to anyone who has been paying attention.
To explain, Grand Company gear, that is supposed to be used as an option for leveling gear, is extremely over priced in comparison to a person leveling a job. I can only see it as "over priced glamour" now..
They could also place drops as purchased items from said dungeons.
An example would be buying Bloody Lance Head, which is used to craft the Relic item. Purchased with say 1,000 or what have you Philosophy tomes.
Another example is buying say HQ Tailor Made Eel pie with Poetics.
They could then further this by allowing certain items to be purchased with "old" tomes such a newer item.
This would breathe new life back into "old" content, and keep the variety of dungeons high, for fun.
They could also allow lower amounts for people who want to solo it. Like 100 tomes level sycned, 400 tomes item level sync, then 30 tomes solo, or what have you.
-Make end game gear customizeable
Materia slots, and/or a "upgrade" tree.
End game players spend so much time upgrading gear, only to toss it with the next patch.
(Note: the following suggestion will not replace crafted gear. Only materia can be obtained, not the enhanced item level from crafted gear. Just materia can be obtained from "old" raids at item level sync.)
They then spend gil on crafted items, and "sell runs/clears" to cover the costs of these items, crafted gear, and materia melds. All the while, wait each week for the next chance at gear again, most of the time doing nothing at all until then. Instead they could grant Materia rewards to the previous raid system, at item level sync. This way it strengthens the raid group, encourages them to return to old raids and breathes life back into old raids. (For example a Mhachi Matter could drop for every party member.)
They could even create an "upgrade" tree for raid gear.
For example, if you get a body piece from a specific piece of content, you like the stats. WHM body with DET and PIE for example. Works well with your set up. Instead of tossing that piece, and needing an entirely new "Best in slot" set up, the player could be asked to obtain the desired piece of gear, the new piece of gear from the next raid, then some kind of catalyst which turns the old piece of raid gear with the desired stats into the item level equivalent as the most recent.
To be more clear, a 210 body piece you liked, after obtaining the 270 body piece, you could upgrade the 210 piece into a 270 piece using a catalyst. The Catalyst could be obtained by say, doing a number of things or something more challenging. Like "clear turn 5 minimum item level" whatever.
-Give purpose to "story" fights
The story fights such as "This little sword of mine" Paladin quest fight could easily be reused.
All story fights from the level 30-60 Job quest fights, to even the lower level class fights, main story fights (so many, dont want spoilers so i'll not name specific ones) could be reworked **easily** with varying amounts of difficulty, from solo to full party for all kinds of fun, rewards, good stuff.
And no i dont mean minions and hair styles.
These could reward rare crafting items for very difficult fights, to some glamour dungeon drops at lower level difficulties. All kinds of good things. I mean seriously this is a horribly missed opportunity here.....as there are ****sooooo** many many fights they could reuse....for so many different things
-Rewards for all jobs similar to Tank rewards
This doesnt have to be super rewarding, but still an incentive nevertheless. Plus its a long term goal
This can be very easy to implement.
These are just the bases for an idea **not exact suggestion. something thats balanced. ***
+1 VIT for tanks completing 500 High level duties
+1 STR for melee completing 300 High level duties (or vit, or det, whatever that would keep it balanced.)
+1 STR for melee completing 500 High level duties
Blah blah blah, you get the idea. This doesnt have to be exact, but just the bases for an idea.
-Solo/Light party/Full party variance fights
Not everyone plays the same way, has the same amount of time to play, likes being forced into a "schedule"
Playing solo should grant you tomes, playing in a light party should grant more, playing in full party, should grant the most.
Currently there is very strict party compositions.
Solo players who dont have to work 40 hours a week such as myself have 1 of 2 choices.
1.Get on a schedule to wait for friends to sign in to do expert roulette, and then get on a schedule with a raid to do raids...
2. Run dungeons with random people...
Players who like being on a schedule, and work 40 hours, and only have set amounts of time to play, i'm sure dont want to spend their entire time playing XIV running expert roulette every chance they get and then barely, or be unable to cap tomes, or only have time just to cap tomes and not much of anything else.
......
Players should have the option to do certain fights/content at different ranging levels of difficulty. Solo players should be able to do "old" fights for tomes/gear but have to spend more time doing it. This creates a bit of difficulty since youre solo, but also makes it fun, and unrestricts them from having to wait around or get stuck with random people and have to deal with "AFKers" rude people, or just simply people with different mindsets.
Players with less time, could join larger groups and tackle things at higher difficulty to obtain greater rewards.
-A reason to play more than 1 job
As of right now a secondary job is locked out due to weekly lock outs. Unless you raid. (which there is still a kind of lock just not as stringent)
That doesnt make sense.
In 2.0, yes 2.0, you could gear a secondary job, that could be the Binding Coil of Bahamut turn 1 ready, by easily doing the relic item level 80 quest, and getting item level 70 gear. This was when item level 90 was the cap.
Now, you cannot get a weapon unless you farm trials that is relevant to do Alexander, and gear is locked in Alexander story mode... why? Seriously.. why is Alexander story mode gear, which is 20 item levels below cap gear levels locked? Philosophy wasnt locked, why is this gear locked?
Makes no sense.
There should be multiple ways to obtaining 20 item levels below cap gear, and it shouldnt be locked. Thats just me though.
-Make open world enemies stronger/give more experience points
Reason it is the way it is now is because "easy travel." The game is more than easy enough
With absurd item levels, unlimited chocobo/mount summoning, aetherytes, teleporting, sprinting, instant queue popping, flying mounts, etc etc. there is really no reason why enemies cant be worth while in the open world. Especially in zones outside of the immediate city.
The game will be much more vibrant and realistic if the enemies in the open world werent such push overs. Also who wouldnt like more options for leveling.
Give a tiny boost to enemies HP and damage dealt, and grant them the same amount of experience as a FATE would, or maybe 10% less. So people can actually level off them, who choose to level solo, or with their chocobo.
Then... they could create things out of leveling. Like farming mobs in say Mor Dhona, or Azys Lla, could grant bonus' for a multitude of things. This is where normal level sync could come into play also.
-Rework the animations to match the global cooldown
I mean have you seen the way Dark Knight looks if played efficiently?
If you play dark knight, or dragoon, and monk etc, you can see that the animations overlap each other so much so that the character looks like they are the one dying/having a seizure, more than the enemy is dying.
Its only going to get worse as the item level reaches 2308409823 at level 99 cap.
-Allow players to turn off the text in the middle of the screen
Please.
-Make glamour by "gear set" instead of "gear item"
I am not a fan of the idea that the glamoured piece of gear is for that specific piece of gear. Many people like to play multiple jobs, ... in a game that advertises such a thing mind you.... and then like glamour (a large portion of this game afterall) but then we get restricted that our PLD AF cant be glamoured as well as our WAR AF? Should be able to glamour PLD AF to our PLD gear set, then WAR AF to the WAR gear set.
Same goes for healers.