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  1. #21
    Player
    SpeckledBurd's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    708
    Character
    K'ahli K'uhla'tor
    World
    Balmung
    Main Class
    Monk Lv 100
    Remove the Slow from Riddle of Fire. Allow Monk to refresh Greased Lightning by Formshifting from Coeurl to Opo-Opo form. Change Riddle of Earth into some sort of party wide mitigation effect.
    (3)

  2. #22
    Player Soge01's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    2,406
    Character
    Waira Amarilla
    World
    Faerie
    Main Class
    Black Mage Lv 100
    Switch the Giant Shurikan Ninjutsu with Raiton. I honestly have never seen the former move used except on rare occasions compared to the latter which is used all the time. Just make Giant Shurikan into a sub weapon or replace the Throwing Knives skill with it and let Giant Shuirkan keep its extra range like that.
    (2)

  3. #23
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,712
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Very Minor:
    • Allow ground-targeted abilities to be queued, even if instant-cast (to go off at GCD refresh, as per any other instant, without having to target at cost of uptime).

    • Block the addition of new or transferred first characters to overpopulated realms, not the addition or transfer of characters after the first (essentially, alts). The former has little to no effect on server crowding, only the total number of character files archived therein.

    • Revise the default position of the UI Cursor, especially in Accept/Cancel pop-ups.
      At entrances, FATEs, quests, hand-ins, etc., the UI cursor should default to "Yes" or "Accept", or the Hand-in space and the appropriate item and then "Hand In" or "Trade", allowing for an easy double-click of the Accept button from when outside of UI Cursor mode.

      This command should also be made work more reliably for Mouse & Keyboard users, rather than occasionally failing to interact with UI popups or confirmation windows.
    • Rather than blocking the application of effects categorically nullified by a given effect (e.g. Mana-restoring effects via Darkside), nullify the individual ticks, allowing the effect to be banked and the player to have a viable choice of dropping the semi-punitive buff without needing perfect coordination with his or her party members.

    • Add toolbar flash to FFXIV to be triggered in the event that a queue pops.

    Somewhat Minor:
    • Make use of a secondary signed integer with typal effect to future-proof for any eventual stacking of shields or healing-absorption barriers (absorbing x amount of incoming healing, and potentially carrying an effect if existant or above a given threshold at the end of its duration). For instance, overkill damage received during Living Dead would instead generate Fate Diverted for the same amount, absorbing incoming healing. Shielding or heal-absorbing elements should be appended to the affected player's HP indicators, indicating the remaining healing absorption (e.g. on the left) and bonus maximum HP via shields (right).

    • If mass AoE remains a concern diverging community playstyles from developer intent, create a standard "cleave" formula. Ideally, this should allow for equal dispersion of damage over an enemy group affected by player splash damage, rather than diminishing the damage in chain, and any variations to the formula should be easily noticed and understood with concise text (e.g. "Cleave: 70").
      What that value actually refers to can be less obvious, such as a logarithmic scalar for damage added per enemy, where "50" would refer to a multiplier of (1/n)^.5 damage added per enemy (in effect, 100%, 85%, 72%, 62.5%, 56%, 51% damage added each time for the 1st, 2nd, 3rd, 4th,... target), and "100" being a pure, simple, n*potency damage total.
    • Automatically "group" players in FATEs, allowing interaction with others in the FATE as with one's own party.
      If necessary, apply Bloom (similar to Cleave) mechanic when healing in FATEs, whereby heals are spread over n, where n is apportioned by nominal (non-crit, before the +/- 5% efficacy) HP to be restored by the AoE heal. Essentially, this causes split potency, making it more useful in smaller groups and potentially able to extend, although at much reduced effect, to more than 8 allies in large groups, without penalizing would-be overhealing but also without requiring secondary casts to divert that overhealing. This might also allow for better internal toolkit balance even within normal party content, and the same HP check can be used for Curasa-style proportionate heals in the future.
    • Add a secondary boundary to FATEs, a quarter to third of its radius beyond the drawn area. FATE participants within the drawn area can attack enemies within the greater domain without triggering invulnerability.

    • While in a FATE, /say messages sent within the FATEs greater domain are received by all within the FATE's greater domain.

    • Adjust Provoke, Shadewalker, and Shirk effects in FATEs, and reallow Provoke use in FATEs.
    In FATEs, these now convey a portion of their original effect (100% target enmity or 25% personal enmity) according to target and/or personal HP, respectively.

    Provoke now conveys <target missing %HP + 25, to a maximum of 100> % of target enmity.

    Shirk now conveys <target HP as % of personal HP, to a maximum of 100%> * 1/3 % of personal enmity.

    Shadewalker now conveys <target HP as % of personal HP, to a maximum of 100%> *.8 % of personal enmity.

    Not So Minor:
    • Add Bulletins and Bulletin Boards. These are player depository messaging boards visible at any Bulletin Board, an interactive asset found in main cities and other hubs, allowing players to promote their FCs, give notice of upcoming events, etc.
      The player placing the Bulletin can choose whether or not to allow the storage of messages and/or "interests", and whether "interests", if applied, should be public or private. "Interests" refer to an automated means of reply, simply providing (their name and) the queried information to the Bulletin's creator. On Public Bulletins (those with publicly shown "interests") players can likewise choose to show their interests privately or publicly. If privately, it will still be included in the total interest count.

      Players may post bulletins as themselves, on the behalf of an FC (their name still shown), or on the behalf of an LS. FC and LS leaders may remove any Bulletins belonging to their FC or LS at any time.

      Bulletins allow for the storage of an event date, and will last until that time, to a particular maximum based on the Bulletin type.

      Players may tab through Bulletin types: Trade, Adventure, and Social. Each can can be further filtered to those relevant to your current job (/those matching your FC interests), those relevant to one of your jobs (/when without an FC), or all (no filter).

      Certain boards default to certain panes.
    • You may now query your DF server periodically (e.g. once per minute) to request the number of each role present in queue.

    • A new chat mode, "Instance" (/i) has been added. It communicates with all players involved in your current instance or with whom you share queues. A new tab has been added to your Duty finder, allowing you to identify players with prospective classes or MSQ progress equal to your own, whom you could group up with. This acts, essentially, like a global Bulletin system specifically for instances.

    • Allow personal messages (/tell) to be sent and received while in a Duty. New options have been added to filter messages receivable within a duty, categorized separately for "Others within Duty" and "Duty-external", including "From friends" "From FC-mates" "From LS-mates" and "Through Bulletin". This therefore should not necessitate any increase to griefing or toxicity in exchange for its return of intuitive convenience.

    • Have players queue for duties as a given role, rather than a particular class or job. When the queue pops, all players will join its Instance chat, and the DF server will call and display the jobs of each player queued, and changes on any player's end between applicable jobs will resend that data to be re-displayed to the other party members. Party members will click on their party marker to indicate readiness. This allows for duplicates to swap jobs before entering, and further communication before entering.

    • Allow players to pause their position in queue, retaining their spot #, but temporarily allowing those behind them to pass ahead of them should their queue pop during this time.

    • Retain separate queues for each player in party, though each player can still only be in one queue (though for up to 5 duties) at once, and that queue can of course be linked with any number of the remaining party members, or even a former party. Changes in party size or composition no longer reset party queues, but simply adjust newly for the change to size or composition (no adjustment being necessary, even, if the same number of each role are included).
      Joining a party no longer removes you from queues held while solo. If a duty queued for by only a single player or portion of players in the party, they are free to join the queued duty. In the meantime, they will become "ghosted", similar to any offline player. The party leader has gained additional settings by which to choose whether ghosted players are (1) automatically removed, (2) retained, but automatically kicked to make space for invites as invites are accepted, or (3) wholly retained.
    • Allow players to "Request Invite to Group". Further options have been added to filter these requests, with separate settings for when creating a party via a PF and otherwise, including "Accept requests only from:" -"Those in your Linkshell" -"Those in your Free Company" -"Friends" and additionally "Those who currently meet criteria" and "Those who can meet criteria". Party Recruitment options now additionally include "Auto-Join" and "By Request".

    • Add personal diagnostics and mentor rating systems to the Mentor/Pupil system, and create a unique Bulletin Board, called the Trainees' Hall, for the Novice Network (like the Instance Board, it does not require physical interaction).
      Personal diagnostics would allow the pupil to select measures of their progress and goals from among premade assets such as one's achievements, completed or yet to be, SSS performances, and so forth, in addition to ranking oneself in terms of Ambition, Progress, and Ease with accordant attributes. Of course, additional custom messages are also permissible.

      The goal here is actually to move the Novice Network from being aimed purely at true novices to anyone who wants to improve, while ensuring that the quality of mentor is one that even a skilled player could still respect. This is step 1 of 23, excused in its relative inefficacy only because it brings it in line with other surrounding positive changes.
    (4)
    Last edited by Shurrikhan; 11-13-2017 at 04:01 PM.

  4. #24
    Player
    Kisagami's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    309
    Character
    Taisynn Arghal
    World
    Siren
    Main Class
    Summoner Lv 61
    Oh, allow chocobos in single player duties. Some of them, especially as healer, are just ridiculously difficult.
    (2)
    Taisynn Arghal of Siren
    FC Leader of Cult of the Chocobo (18+), LGBT-Friendly Guild
    Quote Originally Posted by Kisagami View Post
    We’re all advocating for the type of game we want to see. Mine just happens to clash with yours. I like a story driven game, where people can come together as a community, and defeat challenges based on a PVE format. I want to work together. [snip] You’re not gonna like what I say, but I’m gonna say it regardless because I want Square Enix to hear the other side.

  5. #25
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Alestorm View Post
    A return of the undergarment slots from 1.0 (sometimes I want stockings and some gear doesn't allow it)
    Underwear slots, hm, this makes me think of the R18+ MMORPG Scarlet Blade XD. I think this is uncharted waters for a game rated, T for teen :P.

    For my QOL, allow parties to load into the same instance, or allow party members to port to the same instance as their other party members. They want us to queue up and play with each other but they do so much to force solo play...
    (1)

  6. #26
    Player
    Aster_E's Avatar
    Join Date
    Apr 2017
    Posts
    601
    Character
    Aster Enelysion
    World
    Gilgamesh
    Main Class
    Bard Lv 70
    Quote Originally Posted by Chiramu View Post
    Underwear slots, hm, this makes me think of the R18+ MMORPG Scarlet Blade XD. I think this is uncharted waters for a game rated, T for teen :P.
    *Pokes Balmung server*

    I don't think it's water anymore!
    (0)

  7. #27
    Player
    Chiramu's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,036
    Character
    Cirra Maru
    World
    Famfrit
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Aster_E View Post
    *Pokes Balmung server*

    I don't think it's water anymore!
    FFXIV is T for teen, that means horny teenagers. No need to give them another avenue to perv at a female figure that is unrealistic. Plus drawing and displaying genitals in Japan is illegal and punishable by law.
    (0)

  8. #28
    Player
    Aster_E's Avatar
    Join Date
    Apr 2017
    Posts
    601
    Character
    Aster Enelysion
    World
    Gilgamesh
    Main Class
    Bard Lv 70
    Quote Originally Posted by Chiramu View Post
    FFXIV is T for teen, that means horny teenagers. No need to give them another avenue to perv at a female figure that is unrealistic. Plus drawing and displaying genitals in Japan is illegal and punishable by law.
    Believe me, I am not arguing for or against what you're saying. =p
    (0)

  9. #29
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
    Posts
    14,027
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    I'd like to see a change to the Duty Finder system that would make it easier for new players to get used to dungeons.

    When signing up to join a dungeon, you also select whether you want to be "fast" or "thorough" - that is, explore all the side rooms, find treasure chests and stop to read signs and notes. Group people by preference as much as possible, and announce the 'vote' at the start of the instance.

    Also remove the bonus for fast completion when a first-time player is in the party, because the *last* thing I want in an unfamiliar dungeon is for everyone else to have an extra incentive to drag me through it as fast as they can. Perhaps replace it with a bonus for every dungeon element the newbie gets to interact with, and certainly for completing the dungeon map. (Unless the newbie has voted to go 'fast', in which case the speed bonus remains.)


    (Also a queue priority bonus for your first time in a dungeon would be nice. It's annoying when you're going through the story and have to come to a halt while you wait half an hour to get into the dungeon.)
    (2)

  10. #30
    Player

    Join Date
    Jul 2014
    Posts
    445
    Hellluuuuuu
    (1)
    Last edited by Ssmiley_Bjakkzz; 09-01-2018 at 07:24 PM.

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