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  1. #31
    Player
    EzekielBook's Avatar
    Join Date
    Sep 2021
    Posts
    56
    Character
    Ezekiel Book
    World
    Siren
    Main Class
    Paladin Lv 72
    Quote Originally Posted by Coulvre View Post
    • Having dreams when sleeping at the inn, and finding items when you examine the bed.
    Only if sometimes you wake up from a dream where you were eating a giant marshmallow, and you find your pillow missing. Gotta take the good with the bad.
    (2)

  2. #32
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,868
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Albeit with some requisite improvement...

    Character Levels
    Originally, we leveled characters, not just weapon proficiencies, causing one to have both a Character Level (across all classes) and a Proficiency Rank (class-specific). Rather than suddenly losing 90% of your stats because you switched from a spadone to an bastard sword still 80% the former's length, you kept them; you just wouldn't have acquired as many skills for that blade yet and suffered reduce effectiveness with cross-class skills whose acquisition rank exceeded your current weapon's rank.

    That being said, I'd remove the player-chosen stat allocation, afforded with each level, in order not to hamper late-game choice unless one could truly find use enough for any hybrid niche and my third point were fully polished.
    Full slew of cross-class actions
    Originally, not all cross-class actions were optimal or ideal, but if you could feasibly do with one weapon or its complementary areas of learning what you could do with another and its complements, you were allowed to use it. I'd go back that.

    That said, I'd also expand -- such as to involve traits -- and tailor it a bit, rather than leaving it so haphazard. In part, this is because I want to see more class acquisitions that aren't so directly related to just using their weapon, such as a Lancer taking on unique considerations in terms of range or momentum or an Archer on focus or weak points, but I also just think it could make for a much more intuitive and seemingly cohesive and complete experience for our character development.

    No two classes following quite the same role
    Originally, there were no wholly interchangeable classes. They typically shared some small characteristic with another job, but those characteristics did not funnel reductively or synonymously into roles. Pugilist and Gladiator were both good Tag-teamers, helpful in sabotaging enemies' offensive efforts while another tanked and in rapidly swapping in or out, but an optimized Gladiator still played a very different part than a Marauder (which was arguably equally alike to a Lancer as a sort of Strike Leader). Not only did the jobs play a bit differently, but they held different functions and capacities. Ideally, I'd expand upon that, putting their themes and playflows first, rather than mere role templates. If this means that the average player has to be aware of how the other classes in their party play in order to optimize their own performance, as they would need in any MOBA or Hero-based Shooter, so be it. Rather, the better for it.
    Stats allowing role-flexibility
    Originally, every class used each stat to some degree. The implementation left much to be desired, but I think the concept is commendable and gives a powerful opportunity, allowing us -- by more than just our choice of class or job -- whether we are built more around burst or sustain, focused or unfocused effect, supportive utility or pure throughput, etc., etc., through our stats and the classes/job's interactions with those stats.

    If you want a Monk capable of hitting the thresholds in a given hit to break through opponents' guards or armor, you'd have more Strength and the Monk's role would shift accordingly from the typical balanced front-line brawler to a more deliberate spearhead. If you want one who can further distract and evade weaker attackers, taking pressure off your main tank, you'd pick up some enmity tools, enough Intelligence to make use of them, and then a hefty chunk of Dexterity for dodge and Mind for sustain and protection against being blindsided. A Monk capable of disrupting elementals or rapidly changing specialties via Fists of Earth, Wind, or Fire? Stack some Intelligence. A Monk capable of abusing its self-purification to soak up debuffs? Stack Vitality and Mind, with enough complementary stat to keep the debuffer's attention.

    Breaker, Strike Leader, Vanguard, Harrier, Saboteur, Tag-Team, Flexible Buffer, Soaker, a good half of all possible positions that may be taken up in a party, any one job could take with the right stats. And there'd be an added benefit: The more alike the stats, the more alike the position / party play, so if you've already geared up and played a traditional White Mage, you'd already have a significant step, in terms of experience and gear readied, towards playing Monk like a backing healer.
    Fatigue
    No, really. Fatigue is essentially starting with rested experience on every job, rather than a single job's worth split among all of them, and gives that rested experience over a rate of linear decay rather than the bonus merely being present (+50%) or absent (+0%). It therefore encourages you to spread your leveling hours around, seeing more of what the game has to offer, rather than encouraging you to spend it only on the job you most want it.

    Ideally, of course, I'd make some changes. I'd reduce the maximum difference between rested and non-rested (previously causing fatigue to reduce you to some 20% of your maximal experience rate), such as to a mere half the intake and I'd have experience gained on any given job offer rested experience to others, albeit at a lesser rate than it's consumed. In that way, spreading your experience across even just 3 or 4 jobs would be enough to feel like you're not wasting your experience gains, even while still decreasing the relative costs of multi-leveling.

    ____________________

    On a related note, things I don't care to see make a return:

    Bonus Chests for Speedrunning
    Simply because speed of completion already seems a fine enough reward on its own.
    Battle Regiment
    This feature was there for only a fleeting moment anyways, but it only felt like it badly slowed down and clunk-ified combat. I can perhaps get behind the basic concept of having effects from our actions onto which others can capitalize, but I hate the idea of those effects being consumable, let alone restrained to such linear sequences. Such felt less like the skills themselves providing those openings than the skills being devalued to whatever could provide that place in a chain. Essentially, it was a budget skillchain/magic-burst system but with a traditional XIV further lack of polish.
    (3)
    Last edited by Shurrikhan; 10-18-2021 at 03:40 PM.

  3. #33
    Player
    ReynTime's Avatar
    Join Date
    Jan 2015
    Posts
    1,677
    Character
    Princess Walk
    World
    Cactuar
    Main Class
    Thaumaturge Lv 100
    Either bring these back or improved versions of them:
    -Hamlet Defences (including the chocobo caravans tied to hamlets)
    -Open world dungeons (for a different purpose than that of duties)
    -Battlecraft levequests with difficulty tailored for parties
    -Battlecraft leves as a reliable optional but limited source of exp using the overworld instead of being irrelevant compared to duty finder spam
    -Momentum animations without locking characters in place (those already remained in cutscenes since 2.0) outside cutscenes
    -Faction system/lore
    -Bonus Chest system (preferably without the speedrun chest) for new optional dungeons if they ever add moderately more challenging 4/8 man dungeons not copy paste of the ShB dungeon formula
    -Breakable monster parts that aren't just a few in the game for spectacle sake
    -Battlecraft levequests having unique music per nation instead of the generic theme all of them have now
    -All the missing tracks Uematsu made, specially the likes of Desert Moon Defied, Bathed in Woodsin and Forest's Pulse
    -Battle Regimens (though they'd have to be improved a lot)
    -Adventurer's Guild task boards

    And I would add making every nation have 1 map combining city and fields, but since Kholusia supposedly capped their memory limit for a map and its not even that big... It would have been impossible for them.
    (6)
    Last edited by ReynTime; 10-18-2021 at 02:09 PM.

  4. #34
    Player
    Imora's Avatar
    Join Date
    May 2021
    Posts
    1,233
    Character
    Imora Dal'syn
    World
    Phoenix
    Main Class
    Dancer Lv 90
    A lot of these suggestions sound tedious.

    I probably wouldn't have liked 1.0 very much.
    (3)

  5. #35
    Player
    dreamfisher's Avatar
    Join Date
    Apr 2021
    Location
    Idyllshire
    Posts
    38
    Character
    Fae Fish
    World
    Rafflesia
    Main Class
    Gladiator Lv 3
    Quote Originally Posted by Enkidoh View Post
    ... the Path of the Twelve itself - I dislike what it became as the Scions of the Seventh Dawn, that they became Eorzea's "fix-it" team whenever there was some stupid problem the cities couldn't fix; as the Path they were more secretive and I suspect a significant portion of the trouble the player went through in ARR would never have happened if they had stayed secretive. ...
    I agree so much with this. I love the way the mysteries underlying the Echo were presented in 1.0, too. I'll never forget the line
    Not one is willing to speak of what he saw at the end of the path. It's as if they all bore witness to a truth too terrible... or too shameful to be told.
    Or Papalymo's
    The Echo has sounded... And nothing can stop it now.
    For all its flaws in story-telling, 1.0 had an atmosphere teeming with dark intrigue. Though it's a bit of a vague point, I'd love to see more of this.
    (7)

  6. #36
    Player
    CaptainLagbeard's Avatar
    Join Date
    Aug 2013
    Posts
    2,307
    Character
    Rhaya Jakkya
    World
    Odin
    Main Class
    White Mage Lv 100
    Not having played 1.0, I kind of want to out of curiosity try playing it. But with a lot of stuff having been server side, there's only so much people have been able to reverse engineer from old clients...

    I wonder if the relevant data exists anywhere in Square's storages, and if it does maybe someone could convince the devs to let people have it to setup a server for it.
    (0)

  7. #37
    Player
    kaynide's Avatar
    Join Date
    May 2014
    Posts
    2,881
    Character
    Kris Goldenshield
    World
    Tonberry
    Main Class
    Gladiator Lv 100
    I don’t want them as actual dungeons, but the old style of broad, non linear/explorable dungeons with branching paths and rooms. Basically I would like to see a form of content where you enter a “dungeon” and explore around looking for ways to navigate and eventually open treasure coffers.

    Basically a dungeon where the goal isn’t to get to the final boss, but to locate a monster and/or chest hidden randomly in a sprawling structure, with many obstacles in the structure like locked doors or traps.

    Not in the Lost Canals or Deep Dungeon sense, but in the FFXI beastman citadel sense…or even Legend of Zelda sense.
    (5)

  8. #38
    Player
    VelKallor's Avatar
    Join Date
    Jan 2021
    Location
    Limsa Lominsa
    Posts
    2,590
    Character
    Vel Kallor
    World
    Kujata
    Main Class
    Red Mage Lv 100
    -Trading/gathering being useful and on par with raiding.
    More details please?
    (0)

  9. #39
    Player DrWho2010's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    3,707
    Character
    Maximum Powerful
    World
    Hyperion
    Main Class
    Summoner Lv 100
    Quote Originally Posted by VelKallor View Post
    More details please?
    i think they're referring to the old Parley system? the thing that's the mini-game you play in the toybox? not sure. people that were only wanting to craft/gather and didn't have a sufficient battle class leveled up could use parley instead of fighting to progress a scenario instead of fighting.
    (2)

  10. #40
    Player
    Breakbeat's Avatar
    Join Date
    Jul 2021
    Location
    Los Angeles, CA
    Posts
    477
    Character
    Billy Shears
    World
    Goblin
    Main Class
    Summoner Lv 90
    After reading through this thread, 1.0 seems like a very different beast.

    Having only started a few months ago, I'd love to go back and experience this stuff. Sounds neat.

    I dream one day of a 'FFXIV Classic' but from what I've seen, technical glitches and bugs and inconveniences were a huge part of 1.0 as well, so I don't know how 'Classic' they could actually make it without revising and fixing a bunch of stuff.

    ...FFXIV: A Realm Revisited. Yeah, that's the ticket.
    (1)
    "If you pay attention to the world, it's an amazing place. If you don't, it's whatever you think it is.” – Reggie Watts

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