I wanted to take a little time before diving into a new package of suggestions to test the waters here on the forums and see what is generally wanted.
I have nine questions for you that I felt would best hope me to scope out possibilities for the new suggestions, but would of course be additionally open to any of your own suggestions. I do ask however, that you keep in mind two things:
--1. The suggestions that I will be putting together are meant to work smoothly together as a larger whole, and commonly will not work without all their parts. More simply said, they focus on creating an entire system, stretching across all or most aspects of the game.
That’s not to say that I’ll be replacing everything; simply put, the parts that stay along with the parts newly made will look like they’re ‘perfect for each other’.
In short, I’m not looking for small details. The details are made to build the larger picture, not the larger package meant to box in a set of small and otherwise unrelated details.---
--2. That doesn’t mean that you need (after all, this is just me asking for your advice—“Need” does not apply at all) to have a larger picture for the suggestions to be passed on. It just at least be able to coexist with other possibilities.
Think of it like this: even if a suggestion was simply to introduce a card game, i.e. Tetra Master, into FFXIV, I could certainly go further with that, by integrating the way one collects cards similarly to monsters slain, quests done, and leves completed.
If you wanted to have a way that one’s… tastes in food change with time, I could bring tie into a much more detailed and ‘fun’ or ‘funny’ leveling experience.--
http://www.ffxivcore...nd-suggestions/ (This thread likely sums up the general issue better than I can.)
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Alright, I’m done blabbing. Here are the questions I’d really love to have your feedback on:
1. Elemental Integration - Would you like for elements to be integrated into a wide-spanning aspect or whole of the game? How might this be done? [Previously considered examples include weather affecting combat and mob spawns, elements enhancing aspects of even physical attacks (such as a Skewer extended by air), and acorrelation between elements and emotion (that one’s hard to explain though…ask if curious).
2. Slight Reinterpretation/Interpolation - Would you like various seemingly ridiculous aspects ofthe game to be given a reason (hopefully while retaining a little humor), such as why trees function like piñatas, why a player can only mine the shiny rocks, and why (as in every MMO) monsters spawn out of thin air? [This will likely tie into the expansion of the elements’ roles.]
3. Traits-Leveling - Would you like to see traits be built on one’s unique leveling experience, rather than granted per level? “Spelunker” for instance, could reward your many cave-divings in Shostapoe (I’m horrible with names… sorry) by granting a reduced accuracy-loss under blinding effects. [Traits would again be chosen manually.]
4. Combat System Changes - Would you like to see changes to the combat system? If so, in what ways do you think the overall feel of it could be made more fun or tactical?
5. On Action Bars - If a near-perfect and innovative combat system was made that did not use action-bars, would you use it or prefer the conventionality of the typical action-bar system?
6. Leves - How might leves be made more fun? How might the leve plates tie more into whatwill actually be accomplished? Would you be horribly saddened if the “factions” mechanic tied to doing leves was replaced with something else?
7. Alternate Mission-like Fun - Would you like to see additional things similar to leves (but likely without requiring a stop by a leve counter) such as Hunts, Patrols,etc. [I’ll leve what those are exactly up to interpretation, but think of them as having more control over the targets in mind, and more of continuous or unlimited type of entertainment, sort of a mix between leves and grinding but generally… cooler.]
8. Crafting-Leveling - Would you like to see the crafting system modified? If so, to what extent? Would you like to reduce the need for grinding, and instead focus more on making fewer, more "masterpiece" products? Would you like to see separate branches of leveling for specialties, such as "bonecrafting" or "bowmaking".
9. Crafting/Economy - Would you prefer a simplified, more accessible version of the market system as it is now, or would you like more integration between players (and perhaps also NPCs)? Would you like to spend less of your crafting time on miniature tables? Personal/company workshops? More guild involvement?
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Just a random sort of an example of how I think / what I do with these ideas:
[On 9: What I am currently planning is for players to be able to quickly sell their products "up the lines", be it to NPC or player businesses. For example, I could contract with the Leatherworker's guild to provide them with secondary materials (Dodo / Sheep Leather, Sinew Cord), at above vendor price or "worth", the latter being a material/product payoff collectible further up the chain. Basically, you could provide a guild or business with materials, they ship out the materials to crafters, pay those fees, sell the products through a business, etc, etc, just like a real economy. The true upside to this though is that crafting becomes much less limited to leves, the feeling of working with a business becomes much more vivid and expansive, and you don't have to be a top rank crafter to take part in the making of upper level goods.
What I hope to accomplish with this is a more fluid and inter-dependable world/economy, wherein the individual craftsmen are relatively well known, reputation can be made more useful to a player (though not a disadvantage to be without), with a generally more lively city experience. This will likely be paired with added detail to the crafting system, focusing on the before-mentioned (#8) "masterpiece" concept, unique design and methods, where you're not just a level 42 tailor, but the best damn funny-looking-hat maker or bone-spear crafter in Ulduh. The idea of this is not to feel like real life jobs, but add expanse, intuitiveness, niche, depth, and fun. (This is just a small and likely poorly expressed part of the plan, but I hope it gives some idea of at least the scope of the idea.)]
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Sorry if some of the text did not copy correctly from Microsoft Word. Additionally, if any of the questions are overly confusing, I will rewrite them in a better phrased manner as soon as I can. Thank you again for your time.