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  1. #1
    Player
    GTK0HLK's Avatar
    Join Date
    Jul 2020
    Posts
    1,072
    Character
    Selene Halflight
    World
    Brynhildr
    Main Class
    Black Mage Lv 100

    If you where to Optimize a System, How?

    Just a excuse to post a random Retainer System/Addition/Optimization that just came to mind.

    ----------------------------------------------------------------------------

    But if you all were to Optimize a In-game System(either without some limits, or without) what System, or how would it be simpler or better than before?

    or better yet.
    Work As Intended.

    But in the end, it's just all ideas. Nothing will change unless SE finds it useful to the game overall without issues.

    ----------------------------------------------------------------------------
    Instead of the Common Retainers having their own Sell Menu.

    At the Retainer Bell. it has a Toggle/Window Button which takes you into a Overall Shop/Vendor/Sell for which you can drop all the items you intend to sell.
    Then individually set which Retainers Sell what.
    in basics, be able to manage most Retainers at once.

    (Maximum allowed to sell depends on your current amount of active Retainers.
    2 Base would be max 40. 10 would be 200.
    Items on Additional Retainers would become inaccessible if the timer on them runs out per usual.)

    Storage would remain the same.
    Would give incentive to separate Mannequins from Retainer Shops(Unless specifically linked on said Retainer. or some other new thing. Like setting up an actual storefront in a Ward.)

    [So it would at the top have categories on the window. Storage/Sell/ETC/Stock/Toggle. While below it, is your typical Listing of retainers. Only change is that it would have a separate spot to drop all the items you wish to sell, instead of a continuous switching between retainers.]
    Which then you can organize which Retainers sell what based on what you have, and drop similar items into your stock.
    [Empty out that Materia Clogging your Bags, and have your Retainer just sell it in the exact amount you want them to, when you get new stock.]

    <Excuse to throw random Retainer Item Selling Concept. Go.>
    (0)

  2. #2
    Player
    Ardeth's Avatar
    Join Date
    Apr 2016
    Location
    Ul Dah
    Posts
    1,015
    Character
    Peter Redhill
    World
    Halicarnassus
    Main Class
    Dragoon Lv 100
    I don't know how to do it on a technical end, but I want all my materials on retainers, saddle bags, and my person to be able to be used for crafting. So I don't have to search for them and then pull them out since the current system only uses my characters inventory.

    Also, Cross DC duty finder. It would really optimize my dead queues.
    (4)
    "You haven't proven that it is safe, you've (only) proved that you can't figure out how it's dangerous."

  3. #3
    Player
    keichirou's Avatar
    Join Date
    Aug 2018
    Posts
    195
    Character
    Harunah Fae
    World
    Lamia
    Main Class
    Archer Lv 50
    i would redo the whole glam system
    Example:
    -All gear would transform an "all jobs", implement the ability to use the plates everywhere ,theres no reason why we cannot change outside cities,put a more realistic limit (9999) instead of going by 300 per patch
    -A better use for armoire meaning ALL artifacts (weapons included) can go there with or without custom color.


    right now feels so 2000's, even swtor has a better system than 14
    (2)

  4. #4
    Player
    GTK0HLK's Avatar
    Join Date
    Jul 2020
    Posts
    1,072
    Character
    Selene Halflight
    World
    Brynhildr
    Main Class
    Black Mage Lv 100
    Here's another one.
    Add Grouping/Tabs to Gear Select/GearSets List.

    With the maximum 100 GearSets being able to be made.

    (while not all players will have many.)
    At the majority, most omni-players(Combat/Crafter/Limited) Will have at Minimum 31 GearSets saved.
    (34 once 7.0 Dawntrail Hits. with VIP-ER, JOB?, New Limited Job.)

    So just having at minimum two more tabs to separate (on the GearList Window itself) Combat/Crafters/Limited/ETC.
    or separate them to our personal needs.

    Since not all players, play the same.

    and the amount of Minimum Gearsets will just increase overtime. Making a List of Gearsets Even much larger to sort through.

    (won't affect players who have a specific keybinds or Have the Gearset button on their hotbars.)

    But a small QoL.

    edit:

    Additionally, have the listing and sorting change from a List, to icons like an inventory [As An Option] for those who prefer to have it at least more compact when scrolling through their Gearsets Window.
    (0)
    Last edited by GTK0HLK; 11-02-2023 at 03:03 AM.

  5. #5
    Player
    yoshinoharu's Avatar
    Join Date
    Jan 2017
    Location
    Ul`dah
    Posts
    95
    Character
    Haru Yoshino
    World
    Famfrit
    Main Class
    Ninja Lv 100
    I would redesign weekly lockouts for Raiding to be closer to the 24-man system:

    If you have finished the encounter for the week it only affects your ability to roll on loot and has no effect on other players' rewards.

    I'm sick of having to juggle alts if I want to raid more or help out friends.
    (0)

  6. #6
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    Aside from the obvious ones I'm guessing have already been stated, make the blacklist feature functional in more than 10% of situations, please.
    (2)

  7. #7
    Player
    yoshinoharu's Avatar
    Join Date
    Jan 2017
    Location
    Ul`dah
    Posts
    95
    Character
    Haru Yoshino
    World
    Famfrit
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Mayhemmer View Post
    Aside from the obvious ones I'm guessing have already been stated, make the blacklist feature functional in more than 10% of situations, please.
    On that note, let me blacklist people outside of my contacts list with the text command. If I'm in alliance B, let me blacklist the guy in Alliance C that was 'voking the boss and intentionally pulling them into danger or the guy that rescued the tank with the AOE buster into the part from Alliance A. I don't understand why the /blist add command only works with the <t> modifier instead of being able to accept [first] [last]@[server] like tells do.
    (2)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,795
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Hard to choose any single one...

    1. Inventory (Management)
    Rather than taking up informational space in remembering the precise location of items within the inventory grid, all is automatically sorted and the bag dividers have been replaced with customizeable filters. The inventory grid itself can now be made to be continuously scrollable (in either direction, vertical or horizontal) and the background can be faded out at either end. You can also specify shortcuts to jump to a customizable inventory type (e.g., just gear, or just equippable gear, materials, just materials usable by your current crafter for recipies that would grant experience or, if capped, be usable only at level cap, etc.), and can customize sort orders broadly or per inventory search type.
    2. Classes
    Unless we're actually going to make use of them, cap classes at level 30 (i.e., 1 xp from level 31), further forcing them to be upgraded to jobs. Remove soulstones. Once the class has upgraded to the job, there's no going back; the job replaces the class. This should save us some data.
    3. Armory Chest
    Removed. Those spaces move back into the broader inventory.

    Clicking on a given slot will immediately show all other items (within customizably filtered results) that you can equip instead, in sorted order, and you may set weights for your Optimize button, allowing Optimize to favor certain sub-stats over others, etc., before and after set resultant parameters of a given stat (10% greater MP generation, 10% GCD interval reduction, etc.).
    4. Job Selection
    You may now select jobs directly instead of specifying a gear set. It will automatically apply the Optimized set for that job (per the last optimization profile used on said job).
    5. Glamour
    Now attached to slots, not gear, and varied by job. Unlock the appearance, account-wide, of any item you spiritbind.
    6. Secondary and Tertiary Stats
    Spell Speed and Skill Speed have been consolidated into Speed. Critical Hit now affects only Critical Hit chance, not value, with crits again being standardized at +50% unless guaranteed; effects which "guarantee" and effect count as if increasing that chance by 100% and excess chance is instead converted into proportionate bonus effect (120% chance of a crit for 50% bonus effect becomes a 100% chance of a crit for a 60% bonus effect).

    Tenacity, Piety, and Direct Hit have been moved to a new class of stats, called Tertiary Attributes, and have been revised.

    Tenacity no longer increases damage dealt, but does increase the %HP damage necessary to be knocked back or debuffed by attacks whose effects may be nullified by dealing 0 damage. Piety has been replaced by Vigor, which also increases %HP generated per tick. Direct Hit has been replaced by Mobility, which increases your passive movement speed and the effect and duration of your movement speed buffs.

    All left-side DoW/DoM gear includes one Tertiary stat in addition to its major and minor secondary stat.
    6. Materia
    Materia no longer exists as items, and the Spiritbond meter has been removed. All existing materia and Spiritbond will be converted into Essence (Ruby, Emerald, or Azure). Extract Materia, too, has been removed. Instead, you automatically gain tiny amounts of Essence from any activity that would increase your Spiritbond, simply removing the chore between generating and actually acquiring Materia. The type of Essence that a piece of gear will generate is based on its dominant secondary stat.

    Gear no longer slots materia. Instead, you add Materia directly to your jobs, up to a maximum determined by the maximum ilvl that job may equip. "Ornate" gear now instead boosts the effect of your Materia by 5% and accounts for this in its Optimize weighting. Crimson, Golden, and Violet Essence turn into different secondary stats dependent on the type of class/job to which it is added.

    On a Disciple of the Hand, Ruby grants Craftsmanship, Emerald grants CP, and Azure grants Control.
    On a Disciple of the Land, Ruby grants Gathering, Emerald grants GP, and Azure grants Perception.
    On a Disciple of Magic/War, Ruby grants Determination, Emerald grants Speed, and Azure grants Critical Hit for secondary stats, and for tertiary stats Ruby grants Tenacity, Emerald grants Mobility, and Azure grants Vigor.

    Tertiary and Secondary attributes use separate caps, though Tertiary attributes may exceed their own at cost to Secondary attributes; Secondary attributes cannot exceed their own by borrowing from Tertiary. (You can sacrifice output stats [Secondary] for QoL/cheese stats [Tertiary] but cannot sacrifice QoL/cheese stats to gain further output.)
    (0)

  9. #9
    Player
    Mayhemmer's Avatar
    Join Date
    Aug 2022
    Posts
    328
    Character
    Tanu Ki
    World
    Faerie
    Main Class
    Dancer Lv 90
    This isn't the place for it but I'm going to vent anyway.

    Optimize your dev team who works on armor designs and tell them to stop making every single piece of armor clip with long hairtyles. We all know you hate long hair styles, we get it, but we don't have to like it.
    (0)

  10. #10
    Player
    Tysilio's Avatar
    Join Date
    Apr 2021
    Posts
    40
    Character
    Tysilio Leorei
    World
    Lich
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Mayhemmer View Post
    This isn't the place for it but I'm going to vent anyway.

    Optimize your dev team who works on armor designs and tell them to stop making every single piece of armor clip with long hairtyles. We all know you hate long hair styles, we get it, but we don't have to like it.
    While I get that this is annoying, this is a very difficult problem to solve, from a technical standpoint.
    As far as I know it would need either :
    - To create special hair morphs for every race/sex/special armour combination, which is a tremendous amount of work, and you might still have some clipping with some animations.
    - Have a real-time physics system for hair, which is not great for performance in an MMO. Depending on the physics system used. you either have to edit the game's skeleton system to take into account more joints so that it is more adaptable than it is now (which might need reworking the game's animations).
    - You can have simplified soft-body physics with colliders, but you'll need to update all existing armour pieces and hairstyles to have these colliders.
    - Or you have to implement per-vertex collision, which is crazy expensive.

    It is absolutely possible, but I'm not exactly sure if economically viable.
    (0)

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