With all the new posts going around, and the multiple threads dealing with the same subjects, it's hard to keep track of everything. Post links to good ideas that you've seen on this forum so that they don't get lost, and so we can keep an organized list of good ideas that we'd like to see.

Only post ideas from other people.

[SIZE=5]Do NOT post your own ideas. [/SIZE]

Everyone always thinks their own ideas are the best, but if they really are good, at least one other person will care enough to repost it.

Post a quote from that link, and make sure the link contains ideas, as well as helpful suggestions as to what aspect of the game it is improving. Here are some good ones that I've seen since the forums opened up:



Tabbed Inventory
http://forum.square-enix.com/ffxiv/t...ll=1#post34153
Quote Originally Posted by Len View Post
Tabbed categorization of inventory



Change surplus system to rested SP bonus system
http://forum.square-enix.com/ffxiv/t...ull=1#post2583
Quote Originally Posted by SirOleas View Post
Players should not be punished for playing longer than someone else. If anything the system should be reversed, the players with less time should have an exp boost for a certain amount of time while the players with more time only get the normal rate.




Improving Magic and Skill Animations
http://forum.square-enix.com/ffxiv/t...ll=1#post30208
Quote Originally Posted by Aravou View Post
I'm in agreement. The battle animations, weapon skill visual effects, magic casting visual effects, and magic spell visual effects are extremely lackluster in Final Fantasy XIV. The vast majority should be spruced up or redesigned entirely.

Here are some ideas for making things better. . .



Improving Ancient Magic

http://forum.square-enix.com/ffxiv/t...ull=1#post9632
Quote Originally Posted by Kiara View Post
1. Currently, Conjurers' Ancient Magic is too weak
2. Ancient Magic looks horrible
3. Change the casting mechanic for Ancient Magic . . .



Improving Usage of Food
http://forum.square-enix.com/ffxiv/t...ull=1#post3700
Quote Originally Posted by Vesper View Post
Every single food item in this game should show in the tooltip/description the exact benefits of eating this food. When you eat this food you should see its affects upon your attributes/stats. Accessores, Armor, Weapons... all these items grant a bonus of some kind. . .




More Obvious Visual Indicator of Party Members' Actions
http://forum.square-enix.com/ffxiv/t...ull=1#post7463
Quote Originally Posted by RichardButte View Post
Thus, I'd like to have some type of onscreen display that shows me what my party members are doing. In the chaos of battle (and on a lower-end machine), it can be less than obvious. . .




Combination Attacks Like in Chrono Trigger (This is in the opening cinematic, why isn't it in the game???)
http://forum.square-enix.com/ffxiv/threads/1258-Suggestion-Turning-regimens-into-Combination-Attacks-(as-in-Chrono-Trigger)?p=7079&viewfull=1#post7079
Quote Originally Posted by Catharsis View Post
combining certain attacks produces different effects, they are mostly similiar and there is little strategy. . . I think it would therefore be a good idea if you could rework the battle regimen system and add in "combination attacks". This would be somewhat similiar to Dual Techs/Triple Techs in Chrono Trigger. . .



Not Stopping to go into Active Mode

http://forum.square-enix.com/ffxiv/t...ll=1#post36143
Quote Originally Posted by Alexis_Arteme View Post
While we're on the subject of overhauling the battle system, am I the only one that would really, really like to be able to not have to completely stop to draw my weapon or put it away?




Improvements to Retainers and Ward Functionality
http://forum.square-enix.com/ffxiv/t...ll=1#post41793
Quote Originally Posted by Fieros View Post
The following proposals are meant to address storage concerns, buying/ selling issues, market stands and search tool useability, and the disconnect/ neglect of Limsa Lomina/ Gridania market wards.




Implementation of SP Chains like in FFXI
http://forum.square-enix.com/ffxiv/t...ll=1#post48127
Quote Originally Posted by Dyne View Post
With xp chains, there is a motivation to keep that chain going and to chastise that noob who broke chain #399. It makes people want to perform better rather than just spamming. . .



Adjustment or Removal of Accessory Costs Limitations
http://forum.square-enix.com/ffxiv/t...ll=1#post30408
Quote Originally Posted by Eva View Post
Please remove the accessory slot cost limitations.
This system does not make sense and is imbalanced.
When I raise in rank I should be rewarded by being able to get more of a bonus (by equipping 4 Silver Rings and 2 Silver Earrings for example) not penalized with less of a bonus.





Improve Usefulness of HQ Items that are not Weapons or Tools.
http://forum.square-enix.com/ffxiv/t...ll=1#post14192
Quote Originally Posted by Xenor View Post
Currently when you HQ an item, only the base stats of the item are improved, such as defence, evasion etc. This makes a lot of HQ items have barely any benefit over NQ. These items include all jewellery and all DoH and DoL equipment (except tools) . . .





Addressing the Problem of Item Glut and Worthlessness in the Economy

http://forum.square-enix.com/ffxiv/t...ll=1#post34750
Quote Originally Posted by Solipse View Post
I detailed it earlier - just adding soulbound items will not help at all. The reason being is that currently, more items are produced than can be consumed. This will always be the case in a game where crafting is a major part of the basic gameplay. There needs to be a reason for items to leave the economy. If people make a thousand crab bows but only 50 of those are bought, then there's a glut in the economy and the items become worthless. Soulbinding items would only remove those 50 from the economy, the other 950 will still be there.

This is the case with literally every single piece of equipment.