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Thread: QoL

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  1. #1
    Player
    ZanzaUmi's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    25
    Character
    R'zanza Umi
    World
    Excalibur
    Main Class
    Bard Lv 90

    QoL

    A few changes I, and some others would like to see!
    To be able to repair other player's gear, using either our own or their dark matter.
    Fot instanced duties, add dark matter to a duty-only inventory that anyone in the party could utilize.

    Which could be used for this next idea:
    Dungeons could have two paths, or more: one the normal path that we have.
    Another path with fewer, but tougher enemies (almost like bosses themselves) that will eat right through durability. So, a balanced path and a quicker(?), tougher path.
    And not literally two paths, could be more like Aurum Vale, where there are lots of enemies and you choose how to proceed through. Larger open dungeons with more enemies, and not having to kill literally everything to proceed.

    Gathering:
    Are we to believe elm logs are only available at Bentbranch? Why are chocobo feathers not found gathering in the chocobo forest? A lot of gathering points don't even come near utilizing the eight slots.
    If early gathering items could appear in later, higher level, raise the level and perhaps some unique bonuses to them?
    And consider this, having our gathering log keep track of any unspoiled or any timed node with information of when we found it and what slot. Not even permanently, even if it only lasted until week's reset would be very helpful!

    The Gold Saucer:
    To keep people trying out the Gold Saucer, in addition to the sales you have during seasonal events for Mogstation, another option would be to include past event items for MGP for the current event running concurrently with any sales running.
    And more of a preference, but the payouts for non-first place on Jumbo Cactpot could stand to be adjusted, right? (I may be the only one on this)

    1. Repair other players gear inside and outside of dungeons.
    2. Variable ways through dungeons, either through multiple paths, or by choosing which monsters to face.
    3. Expand gathering items to other areas and utilize more of the slots.
    4. Repair all (literally everything we own)
    5. Fishers tackle box.
    6. Ability to have leaders and owners of linkshells able to organize/sort linkshells.
    7. Shift the off-hand slot up so it is parallel to the main hand, and shift the accessories and job stone up one slot in turn.
    8. Specific volume slider for retainer venture complete fanfare.
    9. Changes to summoning bell so we don't have to cancel out of the menu to summon another retainer, and a side by side menu to easily move items between two retainers.
    10. Change crafting class immediately after recipe completion (while still in crafting position)
    Remember if you like ideas, we need to like posts! And if anyone can link to other QoL threads or posts for likes, please share them too!
    Thank you Eorzeans!
    (13)
    Last edited by ZanzaUmi; 08-19-2018 at 09:57 AM. Reason: Surpassing limits

  2. #2
    Player
    Hakuro89's Avatar
    Join Date
    Feb 2014
    Posts
    509
    Character
    Reimi Ackerman
    World
    Midgardsormr
    Main Class
    Ninja Lv 51
    Quote Originally Posted by ZanzaUmi View Post
    To be able to repair other player's gear, using either our own or their dark matter.
    There is zero excuse for why this doesn't exist yet. Not when we can already right click & request meld from other players.
    (9)

  3. #3
    Player
    Malzian's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,223
    Character
    Kylrin Arresard
    World
    Behemoth
    Main Class
    Bard Lv 90
    Quote Originally Posted by Hakuro89 View Post
    There is zero excuse for why this doesn't exist yet. Not when we can already right click & request meld from other players.
    Ready for the real kick to the head? This actually existed in game through Beta phase 2. It was removed in Beta phase 3. If they removed it, then the chances are near zero that they will put it back in.

    The reason it was removed? Cross-Server DF. Originally Duty Finder was same server only. When they went Cross-server they had to gut a lot of things to make it work by reducing the need for data transfer. For some reason this included repairing other people's gear.
    (2)
    The sum of all hunt arguments over early pullers: http://goo.gl/IFT9IE

  4. #4
    Player
    Canadane's Avatar
    Join Date
    Jul 2011
    Location
    Limsa Lominsa
    Posts
    7,473
    Character
    King Canadane
    World
    Hyperion
    Main Class
    Sage Lv 100
    Quote Originally Posted by Hakuro89 View Post
    There is zero excuse for why this doesn't exist yet. Not when we can already right click & request meld from other players.
    It existed in 1.0 then they took it away from us.
    (0)

    http://king.canadane.com

  5. #5
    Player
    PerrinTaveren's Avatar
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    Aug 2017
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    184
    Character
    Estarossa Avendesora
    World
    Sagittarius
    Main Class
    Astrologian Lv 90
    I can't understand why they don't apply the uznair/aquapolis or POTD/HoH formula to dungeons. They can implement rare monsters like those goblins or cyclops to the dungeons which reward players, they can implement random rooms that can have traps or some kinda boss or full of treasure chests etc. It would make things really interesting.

    Or just put some random mechanics to the bosses. Like zurvan's icicle/tail mechanic or formation of those ice/fire nodes, or like sophia's balance mechanic. I don't say make it hard but not make it so scripted and we might expect a few diversity in mechanics.

    But well, this game is like this for 5 years now (we might as well say 6, because it will go like this till 5.0 definitely), and if we say it is in the middle of its lifespan, i don't think SE cares to change the formulas they think it works well.
    (4)

  6. #6
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    IIRC repairing other people's gears existed in 1.x but it was removed. As much as I want that functionality back, I can also see why. It's too prone for abuse.
    For starters, it absolutely should not take anything from the crafter repairing, otherwise people will just say no, even if they're compensated. At the very least, it means they'll have to go get more later which is a hassle, but they might only have enough for themselves. You should manage your own dark matter when repairing gear, even by proxy like that.
    Then there's people who don't know how gear repair works, and will start harassing people for not having certain crafters so they can't repair their gear. "But you have a level 70 CUL!" yeah, for all the good that'll do your broken boots...
    And then there's the simple fact we're dealing with the human element. They can say 'no' for a plethora of reasons even if all it takes from them is clicking a button - and let's not get into how forcing a dialog on someone is already problematic. You can't even trade in instances.

    And then there's the other issue where if you do anything that isn't just slapping a mender NPC in all instances, you're effectively forcing crafters into the battle meta...

    The simple, go-to solution regarding this would really be to slap a mender in instances, but that would make gear durability even more redundant, they might as well just remove it
    (1)

  7. #7
    Player
    Skivvy's Avatar
    Join Date
    Jun 2012
    Posts
    4,178
    Character
    Boo Box
    World
    Rafflesia
    Main Class
    Sage Lv 100
    Quote Originally Posted by BillyKaplan View Post
    IIRC repairing other people's gears existed in 1.x but it was removed. As much as I want that functionality back, I can also see why. It's too prone for abuse.
    For starters, it absolutely should not take anything from the crafter repairing, otherwise people will just say no, even if they're compensated. At the very least, it means they'll have to go get more later which is a hassle, but they might only have enough for themselves. You should manage your own dark matter when repairing gear, even by proxy like that.
    Then there's people who don't know how gear repair works, and will start harassing people for not having certain crafters so they can't repair their gear. "But you have a level 70 CUL!" yeah, for all the good that'll do your broken boots...
    And then there's the simple fact we're dealing with the human element. They can say 'no' for a plethora of reasons even if all it takes from them is clicking a button - and let's not get into how forcing a dialog on someone is already problematic. You can't even trade in instances.

    And then there's the other issue where if you do anything that isn't just slapping a mender NPC in all instances, you're effectively forcing crafters into the battle meta...

    The simple, go-to solution regarding this would really be to slap a mender in instances, but that would make gear durability even more redundant, they might as well just remove it
    Most of these sound like non-issues to me personally. :#

    1) When melding, the person requesting the meld uses their own materia. This could be handled the same for repairing. No need to use the other person's stock.

    2) If someone doesn't know how repairing works, then that's on them. Simply telling a person "hey, I can't do that one for you" is easy enough.

    3) This one could potentially be a bit problematic, but I doubt most people will resort to spamming a repair request. I've never had anyone spam me for melding, I don't see this being a big deal for repairing either.

    4) I'm not quite understanding this one. Keeping gear repaired is the responsibility of the player themself. I doubt DF groups are going to force crafters to be in each party (how could they), and if you have a static you run with, well, if they're crazy enough to force crafting on their group - that's their own right. However, it's still shifting the responsibility from the player. I would imagine that a static member would be more likely to be called out for not keeping their crap repaired vs. forcing everyone to level a crafter.

    5) Put a mender in instances, it's still a gil-sink which is the only purpose of gear-repair in the first place.
    (0)
    Last edited by Skivvy; 07-26-2018 at 12:09 AM.

  8. #8
    Player
    Hakuro89's Avatar
    Join Date
    Feb 2014
    Posts
    509
    Character
    Reimi Ackerman
    World
    Midgardsormr
    Main Class
    Ninja Lv 51
    Quote Originally Posted by BillyKaplan View Post
    IIRC repairing other people's gears existed in 1.x but it was removed. As much as I want that functionality back, I can also see why. It's too prone for abuse.
    For starters, it absolutely should not take anything from the crafter repairing, otherwise people will just say no, even if they're compensated. At the very least, it means they'll have to go get more later which is a hassle, but they might only have enough for themselves. You should manage your own dark matter when repairing gear, even by proxy like that.
    Then there's people who don't know how gear repair works, and will start harassing people for not having certain crafters so they can't repair their gear. "But you have a level 70 CUL!" yeah, for all the good that'll do your broken boots...
    And then there's the simple fact we're dealing with the human element. They can say 'no' for a plethora of reasons even if all it takes from them is clicking a button - and let's not get into how forcing a dialog on someone is already problematic. You can't even trade in instances.

    And then there's the other issue where if you do anything that isn't just slapping a mender NPC in all instances, you're effectively forcing crafters into the battle meta...

    The simple, go-to solution regarding this would really be to slap a mender in instances, but that would make gear durability even more redundant, they might as well just remove it
    You... don't really have an argument here. You just described a system that already exists in the game.

    Materia melding via other players already exists. Which is also job/level dependent, meaning the melder has to have the correct jobs leveled up to at least the level of the equipment (not so for repairs, which are up to 10 levels below the item's level).
    On top of that, melding also requires a catalyst, carbonized matter, which is taken from the person requesting the meld. Nothing is taken from the melder.

    My point is that a system that tweaks gear at the request of another is already in place, and very little additional work would be needed to take this a step further for repairing gear, mirroring the existing Request Meld system.
    (1)

  9. #9
    Player
    TheMightyMollusk's Avatar
    Join Date
    May 2018
    Posts
    7,417
    Character
    Iyami Galvayra
    World
    Cactuar
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ZanzaUmi View Post
    Dungeons could have two paths, or more: one the normal path that we have.
    Another path with fewer, but tougher enemies (almost like bosses themselves) that will eat right through durability. So, a balanced path and a quicker(?), tougher path. And split some dark matter among them so the party as a group has to decide how to proceed. And not literally two paths, could be more like Aurum Vale, where there are lots of enemies and you choose how to proceed through. Larger open dungeons with more enemies, and not having to kill literally everything to proceed.
    Most people will still pick the fastest/easiest path and ignore all else because they're only there for tomes and/or the daily roulette bonus.
    (2)

  10. #10
    Player
    Renato's Avatar
    Join Date
    Nov 2015
    Location
    Limsa Lominsa
    Posts
    358
    Character
    Rael Levynfang
    World
    Goblin
    Main Class
    White Mage Lv 90
    Quote Originally Posted by ZanzaUmi View Post
    Which could be used for this next idea:
    Dungeons could have two paths, or more: one the normal path that we have.
    Another path with fewer, but tougher enemies (almost like bosses themselves) that will eat right through durability. So, a balanced path and a quicker(?), tougher path. And split some dark matter among them so the party as a group has to decide how to proceed. And not literally two paths, could be more like Aurum Vale, where there are lots of enemies and you choose how to proceed through. Larger open dungeons with more enemies, and not having to kill literally everything to proceed.
    Quote Originally Posted by TheMightyMollusk View Post
    Most people will still pick the fastest/easiest path and ignore all else because they're only there for tomes and/or the daily roulette bonus.
    Still not a reason not to give this a try. Many people have been requesting more challenging dungeons. For those who want to take the "easier route," let them. I'd even go further and make it to where you don't have to kill everything to advance but if you do, you can gain special items from the monsters that could unlock areas with a hidden boss that drops rare gear/more tomes and provide a different challenge for the dungeon runners. One of the things that I did enjoy about the SB dungeons was that the ones up to the lv67 dropped weapons only obtainable by repeating them. Even if they weren't the strongest, they did provide unique looking weapons.

    I know most people complained about Tsuyu, Shin and Nidhogg normal when they first came out but I loved them and thought it was just the right difficulty for a boss compared to the normal dungeon bosses that can be face-rolled.
    (2)
    Last edited by Renato; 07-25-2018 at 11:58 PM.

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