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  1. #191
    Player
    SilverObi's Avatar
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    Apr 2011
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    Gridania
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    1,028
    Character
    Kissa Kotele
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by DrWho2010 View Post
    the game's gear system is cookie cutter so that you can't gimmick your way to ez clears. it is highly dependent on player skill. if you suck you need to GIT GUD. not rely on fast get out jail free cards to one shot your way out of fights because you bought some fancy thing to add to your armor.
    Don't let his half-baked suggestions on gear traits give you the wrong idea, FFXI is highly dependent on player skill as well. You can't just throw on a full set of +1 armor and solo fights or anything, the stat boosts and trait boosts augment inherent traits of the job(s) that can equip them to make them more potent but definitely not overpowered or to serve as an Easy Button.

    That being said this game could use some manner of customization but at this point I feel it's all but impossible due to the trinity system and the knife's edge balance the devs have set down.
    (3)

  2. #192
    Player
    Divinemights's Avatar
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    Jul 2016
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    2,006
    Character
    Altria Pendragons
    World
    Leviathan
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Daniolaut View Post

    Tell that to FFXI and WoW.
    The gear system of WoW?
    The azerite gears are trashes and pretty much just put into a loop until next major patch.
    The corruption gears is the worst ever and you can tell it when a Blood DK can do more damage than 3 Meele DPS all together.
    Even WoW's old tier gear is not as amazing as you said, it nevertheless will be replaced every 3 months.

    FF11?
    The only reason they allows to customize gear and your job trait because the end game gear is from HNM spawns that takes possible 24 to 72 hours real time.
    It is not something can be accept in modern days.
    FF11 was barely hanging there when TBC hit the market
    They are not going to go back to that system
    (5)

  3. #193
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Travel:
    Personally would love to see airships become a major content with even their own world map that is a suitable concept to be used in place of teleporting (a seamless like transition to the world map from within zones, like land to water- and even some content not having a teleport so you had to fly there). I enjoy the idea of travel but also have a sort of compulsion to not choose super awful choices, so if I'm given the choice of 10 seconds or 1 minute I'm most likely going to pick the 10 seconds even if the 1 minute would have been probably more interesting and cause the world to feel larger. I would add however to not ever recreate the whole 1 hour to travel in any modern theme park mmo lol, there should be a maximum and it should be quite low. I think some of these concepts of scale would do better in a new mmo though, where you can scale it up. FFXIV sort of does this but I would love to see it more closely to a FF classic where airships are a sort of pinnacle experience and of course there would be teleports because again I believe there should be a maximum time (no one should be spending more of their time traveling than doing content), but it would be cool to have a bit of world scale vibes.

    I've also wondered if perhaps gliding and other types of non-flying transportation 'upgrades' could help where rather than pure flying in zone players can substantially glide on their mounts, mountains are still mountains and it keeps the zone fairly large yet as you upgrade your mount and understand the area your movement improves. Like you might upgrade your chocobo early on to travel faster on roads, then be able to climb up steeper angles, unlock a strong jump ability, glide greater distances, etc, you can get through the zone quickly still but you begin to process your activities of doing it (over just UP, STRAIGHT TO LOCATION, LAND lol).

    Again.. no missing the boat so you missed your mage teleport and you forgot your prism powder so you had to go back and by the time you get to location it's been an hour and a half. Moments of zen or transportation I think are meaningful but they need to be used very carefully lol, like scenes in a Ghibli movie (the quiet moments add a lot, but they're not every scene cause you'd fall asleep).

    Questing:
    I would be interested in hearing a quest you think is fun quest that SE should add (like you think of a quest), of course the more general quests aren't super exciting but making something too wild has it's own problems. The quests seem pretty normal to me, maybe they could have some other types but 'what' would you like to see? Each quest being of the best of Witcher 3 quality would be neat but I'll see you in two years for our next expansion patch then lol.

    Dungeons:
    In visuals and bosses and stuff I really like FFXIV dungeons. They are exceptionally corridor though. The multiple paths I feel just wont work well with our current culture and game, I regularly offered new players to finish the early dungeons that had some branches and like 99.9% of people said no and if I did it without asking first people would complain I slowed the dungeon down to give sprouts the whole experience. I however do think permutations could be used, have to be careful that the permutation isn't drastically more rewarding or harder than another (so people don't leave if they don't get what they want) but like a dungeon could open up a variety of different avenues based on some random and perhaps some forced situations. Might go down a new route or fight a new different mini-boss, stuff like that. Puzzles would be cool, but I'm not sure if they'd be that great in a group of random players- better if it was pre-made players... Or if perhaps you can run through the dungeon on your own later to solve puzzles with your chocobo/squadron (and or a friend, that way it can be multiplayer but the puzzle which will likely be ignored isn't entirely dead if you can't find someone.. cause it's a puzzle and has a higher chance to die lol). Puzzles in Eureka might work a bit better too since it sets a different expectation, but I don't see paths and puzzles working almost at all in almost any situation with the current climate of the game.

    Equipment:
    I think gear right now is straight forward enough that you could almost justify just removing the concept of gear altogether, here on your power comes from yourself and to get stronger you just do content. Gear is now 100% synonymous with glamour. When SE wants players to catch up they can just change the rules a little, while content is hot you can earn X power levels from Y content and Z power levels from H content and in catch up phase they make those numbers change so you can avoid certain content and or go faster in general (using caps in addition to ensure at a certain point the 'end game' content is where you go to further your growth, but during catch up sections obviously those gains and caps would be adjusted). If they want to have the most general sense of choice, beyond the glamour, they can always just keep the materia idea - socket materia into yourself like that scene in FF7 Advent Children lol. No longer do you have players that are playing games with the gear to avoid certain content or showing up in the totally wrong type.

    Now we still do have some stat concepts, sometimes pointlessly so, like of course you use that one stat on warrior while another on Paladin which there wasn't really a choice there which stat was better for which job BuuuuT it did cause you to need two sets of gear if you wanted both to be 'optimal', and there are occasionally thoughts like QoL or whatever (skill / spell speed for more comfortable buff windows or that 1 more spell during said window), yet the thoughts are a bit limited given the context of how strong the ilvl is.

    Personally want to lean more to using a lite format of horizontal progression and reintroduce some more unique stats / abilities to gear (I feel items speak much more personally when their history or general theme concept is portrayed in their stats, something that is nearly entirely lost in this game, of course done for balance reasons but it's unfortunate sometimes that no item's actions says almost anything about the item itself- unlike saying jumping boots making you jump better, or a fiery sword causing you to deal fiery damage, the great chest plate of midas causing you to gain more gold on a monster's death, etc, etc).

    Though also to note the current system does 'work', not like it has to be redone or whatever, but I would say the choices are relatively limited to the point you 'could' make gear glamour and it would be nearly the same thing (especially if you kept materia as a concept, just socket those right into the body parts lol), or maybe they might think of item flavor which would be neat.

    Another note would be, I wonder what content you're doing if you can just auto attack from start to finish lol- is this open world monsters? Pretty sure you can't do that to the vast majority of dungeon in this game so long as you're synced and no one else is using abilities too.

    Zone design:
    I would love to see chocobo hot and cold content (with archelogy content influences for added value- obviously this would mean a lot of things to do in the open world and naturally in their own little hubs too like chocobo lagoon), some updates to squadrons and companion concepts (thoughts on having squadrons help with airship content, but could also be used to begin a new sort of hamlet design where you work to solidify your troop and gain access to resources cross the world, building outposts in zones and even in dungeons and obtaining unique supply lines for your content), perhaps a gears (xenogears) content, some more monster hunter vibes added to hunts with a new hunting log (crafting update included), mega leve concept where you get a multi-spanning content mad lib sort of quest that rewards you significantly with something that can be used as a good catch up or general reward (like a big pile of current end game tomestones- if you can only play an hour a week this would be excellent to staying current on at leas tone job, or you might use it for some other token).

    I generally like the zone designs, though I do hope they try the 'packed' designs more like 2.0 and not always so open like post 2.0 zones are. I like the new ShB gem system too, and have hoped they expand it so that you can see a zone actually change based on your level- like opening up new shops, npcs, even areas, this could link up with beast tribe progress.

    Monsters:
    The monsters tend to be a bit scarier when you first start leveling but they do get weaker once you're capped sure.. A lot of monsters have their own attacks too. I don't think there is really too much off with them. I think the most I miss is just them doing their own thing outside of me fighting them, like a snurble healing you out of no where, or a gobbue eating a mandy cause lol it can. Maybe an animal that runs really fast / leap, just some extra things. Like when you fight a malboro, that's a sort of vibe of "keeping that in mind".

    Job Design:
    That or they make a job you like kind of sucky lol. There is probably an ideal balance in there somewhere that shifts for each person, but just saying they made them more similar so each job would be a pretty good choice, if they're too different it then becomes "why are you coming as DRK, this boss doesn't cast magic and so you're dead weight". I think the tanks for example right now are not in a bad place, each one felt different but balanced to each other so whoever you went with was not a bad choice (although I hope they avoid replicating too much of that warrior one button spam, can leave that on warrior lol). Of course healers with their smaller damage kits but often being so strong they can one to three button heal casual content is a problem.

    I do think what might be a bit fun for jobs is adding a new sort of cosmetic and role play sphere grid merit system. Here you could add a lot of ideas that don't mess with balance but could have some impact to play. Like mages having some special teleport locations, summoning food sure, dragoons being able to jump higher and not take fall damage, dark knights and black mages being able to interact with certain dead and demon creatures for quests perhaps (not saying summon the dead, but like if they found a skeleton that somehow had faint energy remaining a dark knight might be able to interact with that essence to gain information), ninjas (via rogue) have the ability to unlock chests and doors newly scattered around the world, etc. This idea would also add a lot of value back into the zones since I think a great opportunity for the FATEs and beast tribes could be bonus merit experience (roulettes would add to this too, and especially your first time of the day action, but as you level your jobs and experience the story and you weren't at cap you could still get tastes of the merit system without being at cap, the exp translating into sphere points would be done in such a way that the system would have value a little bit before cap and then massively at cap).

    As for the troll thing I would just say sometimes it feels like you don't really enjoy the game at any capacity lol, maybe not your intention but I do get that vibe sometimes. Like personally I enjoy the vast majority of the game, or generally see logic in the stuff I don't really enjoy (like I've zero interest in doing ultimate, but it makes sense why it exists and what I've seen also looks like it's pretty cool for those interested in that type of content, looks well done), so when I complain if someone asked why I play or am here I'd be like "clearly you missed something here" and to go farther and say I'm a troll would be lazy arguments (I'd be the worst troll in the history of trolls with the word count, and post count..., I've got on this forum lol), but I also have a number of threads and moments where I've gone out of my way to compliment and our express enjoyment. Of course it's easier to be negative (and what causes someone to want to post would likely be negative), but in general I think quite a good mmo.

    For me, the effort you put into your posts is too high to me to bother saying troll, cause good lord if you were lol (seems to me you care, and not just to rile people up), but just my thoughts on why some people might call you that is that it appears you don't like almost any part of the game sometimes.
    (2)
    Last edited by Shougun; 10-23-2020 at 02:39 PM.

  4. #194
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    Quote Originally Posted by SilverObi View Post
    Don't let his half-baked suggestions on gear traits give you the wrong idea, FFXI is highly dependent on player skill as well. You can't just throw on a full set of +1 armor and solo fights or anything, the stat boosts and trait boosts augment inherent traits of the job(s) that can equip them to make them more potent but definitely not overpowered or to serve as an Easy Button.

    That being said this game could use some manner of customization but at this point I feel it's all but impossible due to the trinity system and the knife's edge balance the devs have set down.
    Hello, welcome to Final Fantasy XIV!


    I just want to start off saying, I hope you have many adventures in Eorzea, but I'm sorry to inform you, I am not baking any thing.

    As for gear and other things I mentioned, there was a patch, or expansion, or revamp, you can choose to call it what you like, in August of 2013, it was called "A Realm Reborn."

    During this time, that I will be calling version 2.0 or just 2.0, they had a quest line for weapons called Zodiac weapons. With the zodiac weapons, players were capable of customizing their weapons. This is what I was referring to, so if you were experienced with FFXIV you would be very familiar with this system.

    The weapons did not have, what we experienced players call "sub stats." This is the 3rd and 4th stats you find on a weapon, typically stats such as Critical hit, and Determination. Over time they have changed these, for example, instead of "Direct hit" Damage dealer jobs used to have accuracy. For tanks it was Parry, and parry was changed to what we have now, tenacity. A bit of a fun history lesson! Instead the players had to obtain materia, and alexandrite to customize their weapon! With the exclusion of alexandrite, and how over time materia has become absolutely worthless, they could return this system, without the alexandrite of course, just the materia, and players could customize their gear and equipment! This would also slightly bring up the value of materia! All only positives!

    With that aside, I did not mention gear traits, I mentioned job traits.

    Also back in 2.0, players have what was called cross class actions. This was encouragement for players to level multiple jobs and classes. When they made changes over time, this system failed to work properly so they changed it to what we have now, the role actions system.

    So basically players no longer are encouraged or benefited in any real way outside of the default armory experience boost system. Which if you're also unfamiliar with that, its a system when you level your first class to say level 50, you get a bonus of 50% experience points to all jobs until they reach level 50.

    What I propose here, is what I mentioned very specifically was like with Ninja, a job currently in the game that you unlock after leveling rouge to level 30 and completing the subsequent job quest, it has an action called mug. Mug is currently is a level 15 rouge action that when used on an open world enemy, it will increase the chance that the specific item that enemy drops, can have a higher rate chance of dropping the item.

    So to explain what I proposed, is NIN, or Ninja, would have a trait, that when you reach say level 30 the % increases. Then when you reach level 50, the % increases again, then when you reach say level 75, it increases again, then by the time we have 2 more expansions released, and players are capable of leveling to say level 99, the % will be maxed out at possibly an awesome 100% drop rate. This would make NIN more interesting and would give reason and encouragement for a person who plays the game more regularly would find benefit to leveling NIN specifically!

    Then I added suggestions for other jobs. Such as lets say PLD would give a character trait to an overall % in gear damage reduction. Then I mentioned DRK, similarly to NIN, having a trait that can 1 shot open world mobs.

    As for your confusion over FFXIV requiring skill, I mentioned already, that boss' are all scripted. This means when you fight a boss, you know exactly when a boss is going to use a very specific action. In fact, if you become a "master" at such a fight, you can literally know which exact button in your jobs action/damage rotation that the boss will execute an action. It is a memory game. There is literally no skill required, its simply a memory system.

    Outside of boss fights, such as while in the open world, or while doing quests, the battles across most all systems, the engagement, or difficulty is absolutely trivial. It is very possible to stand in all AoE attacks and just use auto attack for many open world monsters. If you so much as just press 1 button or 2, the enemies will die even faster and you might not even fall below 90% HP.


    Lastly, also if you were not aware, the original relics, those zodiac weapons I referred to, those used to be called "Zenith +1." They also have, if you visit your grand company, I believe you might know what that is already, if not you can google it, but its a place where you can buy gear. There if you examine the level 50 gear, you will notice they have 2 systems available that FFXIV has not expanded on or used since 2.0. Those two systems are what is called "gear set bonus'" as well as "Sanction." These two systems can create interesting and fun character gear development. Unfortunately for ease of gear creation, FFXIV has discontinued these. But here in this thread, I am pointing out the negative effects of such choices.

    Lastly if you're not aware. FFXIV announced they have around 1 million subscribers:
    https://luckybancho.ldblog.jp/archives/53486418.html

    This was last year.

    FFXIV also announced they reached over 20 million accounts/players.
    https://www.pcgamesn.com/final-fanta...v-player-count

    If you view the lodestone, and are familiar with how it works. When you view a character profile it has a number. The number starts at 1 then goes to however many characters have been created since the launch of FFXIV 2.0 which was in August of 2013. Currently there are over 30 million characters.

    What this means, is over 20 million players have tried FFXIV and only 1 million or so actively play it. This means, FFXIV has lost over 18 million possible players. I am here saying if FFXIV put more time into doing things that keep the game from being trivial, and more options (optional, not required, player choice) to be engaging, that subscription number would be closer to the accounts created! At least thats what I would like to see. I know many others love to tell players to quit once they "burn out." I am not part of this mindset, so I get a bit of ... "disagreement" from the masses.
    (2)
    Last edited by Daniolaut; 10-23-2020 at 09:36 PM.

  5. #195
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
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    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 90
    i doubt the servers could handle 20 million ppl being on all at the same time everywhere around the world.

    as for the 2.x relic, the substats there was only ever one proper "correct" build. anything else was just gimping yourself. it was an illusion of choice.

    cross class skill actions were a hindrance if you didn't have the time or will/desire to level other jobs. hence the change to the way it is today. granted now that the game vomits exp at you we could probably go back to it, but eh it is what it is now. systems evolve over time. they should not stay stagnant.

    100% mug ability? pfft. that is too op. it would never happen.

    This game's fights require no skill? go home you're drunk.

    Open world mobs are dangerous on expac launches. once you're geared up then you're safe again. system works as intended.
    (2)
    Last edited by DrWho2010; 10-24-2020 at 12:52 AM.

  6. #196
    Player
    SilverObi's Avatar
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    Gridania
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    Character
    Kissa Kotele
    World
    Balmung
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Daniolaut View Post
    sheer audacity
    I appreciate your commitment to putting so much sass into such a long winded response that doesn't say much to someone playing since 1.0.

    I have agreed with you in the past on certain points regarding the depth of various systems in this game but XI and XIV are too different at this point and like DrWho2010 says above while player choice was a thing to a degree, you were only hamstringing yourself if you didn't do the optimal build. I'd argue a better example for you to throw out would be 2.0 MNK being able to spot tank with Fists of Earth, Featherfoot, and its class-based HP restoration abilities to represent a way that options could enhance gameplay or depth.

    Even XI had optimal gearsets for each job and I'd argue that it does so even more in its current form, the key difference being the ability to swap gear in combat. If we couldn't do that there then we would've very likely seen the same style of gear progression.

    And let's not be facetious regarding XIV's difficulty. Yes there is a dance to learn or a script to memorize but if you can't do that or have a difficult time doing so...surprise that IS difficulty. Don't forget how several bosses in XI had semi-scripted battles that you had to learn to optimize your actions between and failing to do so would get your tank OHKO'd or some other manner of run-ending result.

    I do support your stance that this game could be better than it is now, but it comes down to what you personally feel this game needs to be improved. And it is perfectly fine to walk away from the game to get perspective or appreciation for what it does right more than focusing on what it does wrong (realtime ferry rides PLEASE YOSHI-P I BEG YOU). Just don't be so combative even if folks come at you in such a manner.
    (4)

  7. #197
    Player
    OdysseusGR's Avatar
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    May 2017
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    Character
    Sotirios Lightbringer
    World
    Jenova
    Main Class
    Paladin Lv 80
    to long to read. i enjoy the game as is and i don’t need any changes. if you think this product is not for you move on, because if it changes it might not be for me.
    (2)

  8. #198
    Player
    Conando's Avatar
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    Sep 2014
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    Character
    Rostythgar Onasch
    World
    Mateus
    Main Class
    Warrior Lv 100
    Wait, how is GNB limited? It’s the most fleshed out tank after the simplifying of the role.
    (4)

  9. #199
    Player
    Absurdity's Avatar
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    Feb 2018
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    2,901
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by OdysseusGR View Post
    if you think this product is not for you move on, because if it changes it might not be for me.
    Regardless of whether or not he's right, that's a nonsensical argument that I've seen brought up so many times and it should just go away already.
    (1)

  10. #200
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    Quote Originally Posted by Shougun View Post
    Travel:
    Personally would love to see airships become a major content
    Hello! Thank you for being reasonable! I will respond to each of your statements individually so we can be more on the same page.

    I am not asking for anything big. If someone is taking the airship, its because they want to. Of course teleporting already exists, and I personally do not want it going anywhere. What I would like is when I purchase an airship ticket, I go to the other side of the counter, wait like 10 seconds or so, using that "/wait" animation, then the airship arrives, I click to board, and theeeeeeeeen I get the cutscene. This is how it was handled in 1.0 and I really really dont see why they removed it. Its even part of the main story, so it still exists. Literally if youre taking the airship, you clearly want the airship experience.


    Quote Originally Posted by Shougun View Post
    Questing:
    I would be interested in hearing a quest you think is fun quest that SE should add (like you think of a quest),
    Way back in 2.0 the forum community asked the development team to introduce a sidequest where the journal doesnt give you giant glowing indications of where to go. Instead they gave us a puzzle quest where you have to decipher a riddle.

    This is literally where the quest "The Greatest Story Never Told" came from. This is not what we were asking for.

    To take this further, a simple option to turn off all those glowy indications would be a huge improvement to the questing system. That aside, to go into a little more detail, instead of having 1 million side quests for each zone, and every zone having a quest about "the local animals eat the local food, go lure one out with the local food and kill it and bring back the hide, so we can use it for this stew."

    Instead of quests like that, create a difficult quest. One with a challenging monster, and the quest gives much better rewards. Why do we need 50 quests per zone that have little to no bearing on adventuring? I find it very odd.


    Quote Originally Posted by Shougun View Post
    Dungeons: The multiple paths I feel just wont work well with our current culture and game,
    This isnt exactly what I was asking for either. First off, during alpha testing, dungeons were not part of the main story, they were side quests. Same with version 1.0.

    I am not proposing they remove dungeons from the story, because they can do some fun things with this. In fact they dont need to change a thing in those regards. What I would suggest, is instead of making every dungeon part of the story, and every side quest dungeon being exactly the same, they can create optional side quests, with much more engaging and fun dungeons that are not part of the roulette system, or the main story, they are exactly what I said, optional, and are used for more worthwhile content. Sure they would be played less often, but they would have much more purpose. Or if you consider how they could incorporate these types of dungeons with greater rewards, you might even find, they become more popular and done more often than roulettes/story dungeons.

    They simply choose not to go this route, not because its not popular or not because the players wouldnt like it, its because they have become extremely content making the simple straight dungeons and its easy development. At least thats what I feel.

    On that note, FFXI and WoW do it just fine, I really dont see why XIV shy's away from all these things.


    Quote Originally Posted by Shougun View Post
    Equipment:
    I think gear right now is straight forward enough that you could almost justify just removing the concept of gear altogether,
    You're right, gear is mostly just glamour now. And yes I was referring to open world monsters. They are absolutely worthless, and it really is very odd to me.

    What I would suggest in this category is nothing out of what FFXIV has already done since the launch of 2.0.

    First, gear should be worthwhile. Lets just say quickly, some examples, players who clear savage can upgrade their body piece to the item level of the following story mode raid/crafted piece, Ultimate clearing players can keep their weapon and upgrade it to the following extreme trial item level.
    Second. Gear can be customizable. One example could be you get the tome gear, you farm more tomes, and then with the tomes you delete the substats, then you get materia, and then you dump materia into a gear augmentation NPC/item/feature, and you customize the sub stats. This would add more value to tomes, it would add more value to materia, it would help with character/gear development, and all these systems already exist, just not used in the way i'm mentioning.
    (Think of the zodiac weapons/anima weapons, augmented gear/item level etc.)

    Third. This would be a bit more difficult , but create more systems to keep a piece of gear. Similarly how when players took their zodiac weapon creations, and turned them into skip the first step of the Anima weapon questline. Instead of just throwing it away to get the next one, they could make it so the customized stats are carried over.

    Among many other things they could do such as expand the Grand Company level 50 gear features "Gear set bonus" and "Sanction" bonus.


    Quote Originally Posted by Shougun View Post
    Zone design:
    I would love to see chocobo hot and cold content .
    This would be interesting too, but what I would suggest is the actual zone design itself.

    I think of the Lochs as one of the more interesting zones. A sort of open world dungeon in the NW area of the Lochs, the giant underwater hidden ruins in the middle, the cave in the SW area that is only accessible via flight.

    They could expand these concepts into actual content. Maybe placing open world mobs that grant much better exp so DPS players can go farm up there while waiting for queue's. Or ... an actual open world dungeon that utilizes the FATE/Level sync system so players cant just overrun it with item level/gear/levels.

    There are many things they can do, but they choose not to.



    Quote Originally Posted by Shougun View Post
    Monsters:
    The monsters tend to be a bit scarier when you first start leveling but they do get weaker once you're capped sure.. A lot of monsters have their own attacks too. I don't think there is really too much off with them. I think the most I miss is just them doing their own thing outside of me fighting them, like a snurble healing you out of no where, or a gobbue eating a mandy cause lol it can. Maybe an animal that runs really fast / leap, just some extra things. Like when you fight a malboro, that's a sort of vibe of "keeping that in mind".
    I like what you said, but I would like to see more monsters at higher levels stop using telegraphs. Make us watch the monster itself, or learn what each cast bar does. I mean, we're not level 20 anymore, why are we still in tutorial mode?

    Quote Originally Posted by Shougun View Post
    Job Design:
    That or they make a job you like kind of sucky lol.
    They dont have to make the jobs play any different to achieve the ideas I suggest. They can add traits to encourage leveling multiple jobs.

    This comes with character and job development, as well as customization.

    They deleted the Allotted point system.
    They deleted cross class actions.
    They didnt add anything to replace these.

    My proposal here, is jobs can have more traits. Just like I've already said, NIN/Rouge can have Mug enhancing traits. At level 80 mug can have a 80% success rate as an example. Right now I think its closer to 20% ? I dont exactly test it cause its mostly ineffective right now. Its given to the player at level 15 but never gets better.

    Other things can be PLD having a gear damage reduction, WAR having a food duration buff, or DRK, lets say DRK gets a trait to Edge of Darkness at level 50 that when used has a 20% chance to 1 shot open world mobs. (Similar to Mug, an open to have when farming open world mob drops.) Then at level 55 it increases to 50% chance. Then at level 65 its a 65% chance, so on so forth.

    This type of thing can be done for every job, to make them feel unique without changing a single thing or affecting party balance at all whatsoever!


    Quote Originally Posted by Shougun View Post
    As for the troll thing...
    For me, the effort you put into your posts is too high to me to bother saying troll, cause good lord if you were lol (seems to me you care, and not just to rile people up), ].
    I didnt always post the way I do now. I "learned" to post how I have been from a post I made asking why BLM was getting buffed in 2.x.

    The thread was flamed, even Square-Enix responded answering the question outright. My point was for example, back then we did WP (The wanderer's palace) speed runs to farm tomes. We would lock the DPS spots to BLM/BLM or BLM/BRD.

    No MNK's allowed, no DRG's allowed, etc. But in coil, you didnt want a BLM. So basically my point was, each job felt situational, and the player, if they wanted to take BLM into coil they had to step their game up. Their damage by default was much lower, but it still could be done.

    According to the players, I was saying BLM shouldnt be allowed in savage. Which is not what I was implying. I was implying exactly what I said. But through that experience, I learned over time, if I say something just a little bit misleading it gets people talking.

    If you look now. MNK can do very good AoE damage (which it was horrible in 2.0) and BLM can do great single target damage in a raid. Its now literally one of the most powerful and in most cases, the most powerful job. So in the end, both were adjusted to fit all situations, which is sort of what I asked for. If BLM was to be buffed in a raid, MNK should be buffed in a dungeon. So that the playing field was even.

    Was my post then the cause for that? Probably not, but my statement was valid then as it would be now. MNK got the same treatment. So the playing field is fair. If BLM didnt get buffed, then MNK shouldnt have. If BLM did get buffed, MNK should have. They both did. This is a positive.

    The reason I dont come to the forums to just sing praises, is well as of late, they havent been updating things for veteran players, everything has been catered to new players. From New Game+ to Unreal fights, to less dungeons, to streamlined jobs and gear.

    Sure, all of these things are fun. I have done them not only the first time, but also the second time. I am saying it cant hurt to give attention to existing players too.

    We havent gotten any updates to make the game more engaging, or challenging, or optional content, in fact, things like HoH and PotD which is very fun and challenging solo content, those two things were discontinued, and BLU was changed from being a overpowered solo job, to a "go redo the old raids as a party of Blue mages for a mount." Which I view something for new players so they can experience the older raids.

    They also discontinued not only veteran rewards, but also havent updated the achievements points system, or added items, in years.

    So I'm quite disappointed with 5.0, outside of the story.

    Also the reason people only see the negative things I post, is cause... I guess its whats more popular? You have to ask them why they blow up my more spiced up threads and not the tame ones.
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    Last edited by Daniolaut; 10-25-2020 at 12:41 AM.

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