expasion called Fall of light where the warrior of light dies and the ascians take over his body but a new warrior of light is chosen and the final battle it between warriors of light.
expasion called Fall of light where the warrior of light dies and the ascians take over his body but a new warrior of light is chosen and the final battle it between warriors of light.
Better button consolidation. Linear combo weaponskills don't really have any business being separate buttons, and even branching combos can be reduced. Some jobs see as many as 6 buttons freed up, which, with better slot economy, can see additional weaponskills or abilities added. Using specific examples
Dragoon: Frees up 7 buttons. (Two combo starters, Doomspike)
Monk: Frees up 4 buttons ('Flank' and 'Rear' that change given your current stance)
The Flying Adventurer Base, or FAB. Seems odd to me that this is a final fantasy game where we don't eventually get our own airship.
Essentially they'd be a floating replacement for houses, you'd get a small one through the story; apartment sized inside with a small deck outside for decorating. Possibility to upgrade them to medium sized and eventually large.
I'd tie certain other aspects to it as well, like at a certain point or with a certain upgrade you'd be able to station your GC squad on it.
You'd also be able to fuel it and direct the pilot mammet to park it above any area you've unlocked flying in, functionally you'd go onto the deck, get on your flying mount and then fly down until you get a transition sort of like surfacing from swimming.
I totally love this idea : )
Introduce a new threat to the world. Something which rises from a small, unremarkable enemy to a something extremely powerfull, dark and uncontrolable (lets call them: Unknown). Big areas around the world are now in the hands of the new threat.
Garlemald and all City States have to work together to stand against this new enemy. WoL got new gear (Ironworks, Magitek) and new weapons (new classes?) from the new formed alliance.
During the war, some areas can be take back. Under great loss. While everyone is spread out around the world, Garlemald take its chance and betrayed the City States. Gridania and the Black Shroud are taken over by the new enemy, while Uldah where occupied by Garlemald.
WoL now have to join a faction: Eorzean City States, Garlemald or Unknown (Open World PvP?).
Each faction comes with special gear and race attributes. Eorzea will be the holy/light part of the game. Garlemald comes with sci-fi stuff. And Unknown is that faction for ghostly/demon-/voidsent-like fans. Needless to say, there will be also faction-specific quests, titles, areas and stuff.
I want to feel like we are in a war besieged, campaign or Hamlet would've helped achieve this, whilst adding more open world content.
The problem is, they can't introduce such world-changing content into the existing base game because it has to be kept static for new players just joining (and would be too complex to have phase the environment on a large scale if trying to work around that by having such content only available for high level players).
SE showed that they are not willing to do this back in FFXI where such large scale dynamic content was only limited to either entirely new continents (Besieged and Assault in Treasures of Aht Urhgan, Pioneer ventures in Seekers of Adoulin), or by taking it completely out of the existing game world and placing it in another time period (Allied Campaign in Wings of the Goddess) or a parallel world (pretty much everything in the three Abyssea add-ons).
I'm all for adding open-world content, but the sad fact is you are not going to see the likes of the Seventh-Umbral events again in the Eorzean zones in FFXIV because they were added specifically with the intention the game was going to be shut down and so they could afford to tear up the world with no regard for the future. It's the price that has to be paid for wanting to keep the world consistent for both existing players and for new players continuing to join as the game evolves and progresses.
Hence it's pretty clear any new large scale changeable open-world content will be limited to new areas I'm afraid (and SE have already stated this in the past - it's the explanation why Ishgard's Foundation isn't repaired but will remain ruined forever, it's too difficult to phase and they want to keep it consistent for new players joining in the future).
Better Alting. The current implementation of the game is god awful for making new characters. Certain things need to be 'account wide' in terms of the flags it triggers.
For example
The MSQ and Side Quest 'unlocks' need to be account wide, but the quests still be present should you choose to do them. (Prefarably separated into varying chains rather than one long unbroken string for an expansion).
The 'Tutorial' section of the MSQ needs to be skippable if you've done it before. Maybe even if you haven't.
The 'Armory Bonus' needs to apply based on account, not on character.
Aetherytes / Aether Currents don't really need to be unlocked twice.
Last edited by Kabooa; 03-21-2018 at 01:55 PM.
I don't mean to be merely contentious, but multiple MMOs have made such large-scale phased environments just fine. Whether it's worth the effort is another story, but if such has become impossible in any way, it's only due to the code XIV contents itself with, not an actual theoretical or even practical limitation.
Likewise, there's little that's "SE" alone in the consistencies or differences between the XIV and XI teams. It's mostly... the team and their specific overseers rather than any monolithic form of supervision. What applied to one does not necessarily apply to the other.SE showed that they are not willing to do this back in FFXI where such large scale dynamic content was only limited to either entirely new continents (Besieged and Assault in Treasures of Aht Urhgan, Pioneer ventures in Seekers of Adoulin), or by taking it completely out of the existing game world and placing it in another time period (Allied Campaign in Wings of the Goddess) or a parallel world (pretty much everything in the three Abyssea add-ons).
At what point do we draw the line between similarity and difference here? A gradually growing object visible from all areas of the Eorzea will almost certainly never happen again, but unique weather patterns easily could make a return, as could event-specific patrolling mobs in previously basically unpopulated areas -- if you simply include adds on a given mob, that's already bumping shoulders with exactly what Hunts did.I'm all for adding open-world content, but the sad fact is you are not going to see the likes of the Seventh-Umbral events again in the Eorzean zones in FFXIV because they were added specifically with the intention the game was going to be shut down and so they could afford to tear up the world with no regard for the future. It's the price that has to be paid for wanting to keep the world consistent for both existing players and for new players continuing to join as the game evolves and progresses.
I'd like several things to happen next expansion:
- Shorter dungeons. 2 bosses or the same 3 but without trash mobs, ideally no longer than 15 minutes to clear. Also no more reused loot.
- Moving away from using tomes for gear. I would like to see tomes used only for upgrade items while loot is obtained elsewhere.
- Re-hauling old and abandoned content. Coil, Alex, and soon Omega will die when 5.0 hit. A simple scale up of the savage fights with enhanced gear models is enough.
- New ways to obtain tome gear or alternative gear types. Such as spawn-able NM fights, trials. Also crafted items you can upgrade with tomes would work.
- A more engaging relic quest. 2.0 relic challenged you to beat all the primals and 2 unique battles. Lets do that instead of a pointless grind. Relic should be a reward, not pity loot.
Obviously there's common sense things like more items per patch and new not-baby-tier stats.
Recruiting for EXCEED on Balmung. Social casual guild, just for fun.
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