A list of Suggestions for FFXIV A list from what I remember people saying in other forums
#1
Posted 02 September 2009 - 06:47 PM
- This is an aspect FFXI can take from WoW but some should note that they should not take every complaint people come up with in a whining aspect. A good example of this would be the "nurf this" complaint.
-Act fast on bug reports, SE does a decent job at this with FFXI but i hate to run into a salvage V2 crap. Unlike some job balancing complaints that are attached more to whining then anything and should be ignored these should be looked into even though one person reports something.
Allow GMs to actually Solve problems.
- No " working as intended" when inquiring a bug ( having the GMs reflect they know what goes on in the game is a plus)
- No "Bot" or mono tone replays, it would be nice if GMs try to understand your situation and responding not assuming based on scripts.
- No double standard, I help this person but not the next because " i do not feel like it" or " this person is Japanese" < a stigma that happened during FFXI prime that useally delt with "holding" complaints. I can see why SE changed the ToS a bit with holding because of this issue.
payment method:
- Don't single out people in preventing a way to pay, the NA update to ToS bought some stigma to the player base, the announcement about having pre-paid cards for the game is a good solution for this and i hope they keep the idea for people.
- don't ban random people due to payment flaws in debit card and so froth.
-allow charge back complaints in case someone uses a credit card fraudulently, doing so would limit the people who want to carry out charge backs though CC company.
- When a charge back is issued on an account, temp ban the account with the proper warning ( in FFXI people where giving misconduct LM-17) Do not ban accounts because they all use a same CC number.
-More flexible customer service with better exchange rates.
-Example:
http://killingifrit....5&#entry3820015
goal with this is to prevent issues like this
RMT:
- have people or a team ( like the so called STF) to investigate RMT possibilities that are flagged by proper programs.
- Do not ban people on program alone.
- Do not jail people based on a program without intent of reimbursement when it effects an event. ( a salvage run was ruined because of a program like this)
- more details on ban complaints , no more of "maybe" or " we wont contact you if we think you are still RMT"
Ideas on game play:
- just about everyone seems to agree do not make FFV into WoW v2 but take the best of both games
Positive feedback on events:
Einherjar, Limbus, salvage, just improve drop rates
Negative feedback:
Chocobo racing, Garrison , pankration (that special forces event where you could overturn beastman control) could had a more lasting impression on people, my guess reword was to small to stick with people, there was only so much you could do in a day and usually people do stuff where they can get most rewarded. These events seem to be active when it was new but died down just like a fad does. Im all for having many events where you have to choose, but do not make the choice based on big rewords gap.
- Dynamis for many people took to long, the idea is nice but make it shorter mimic the dream zones would be nice, just up drop rates if that is the route of choice to solve that issue.
luck based game:
- I came across a forum where a person stated " i could pay 3+ mil to get 7 acc or be lucky and agrumet a thunder ring for better acc and cheaper, I have no interest in playing a game like that"
To solve this just get away form a luck mind set for everything, im sure people had enough with the super low drop rates in FFXI can give.
- No more bot engorgement system. This is addressing the super rare 21 hr + spawn times. because NMs can take as long as 3+ days to pop people feel the need to bot more so they are not wasting time. there is no reason to sit 3 hours in DA waiting for a mob to pop. there is no reason having the need of running a level 1 mule, an alt account / chr , w/e to see if a NM spawned by checking it every though for up to 2+days. having a low drop rate on mobs like this jsut makes the game too much luck apparent. im sure no one wants to see concepts like this again.
overpowered low level gear:
peacock charm is a big one for this, there is no reason for every job that wants acc to use this from 33-75. there is some gear that could be better depending on situation like chiv chain for melees but as far as rng is concern a 75 RNG can be seen with this a lot and concern the best as far as wanting acc. only recently with some of the rare sea torques have small improvement or ancient torque, and all are very rare drops.
I guess some luck is needed, but having a game based on it is a big no.
Have some gear that is rare sure, have some events that is ultra hard that drops good stuff but do not make the said stuff needed, like in my neck exmaple there is not meny good options to hit the "needed" "acc cap"
clear statements/ system messages/ communication:
AM II merits, enlightment, campaign battle coffer pop messages need to be more clear. A player should get to know if they should get a coffer or not, not playing this guess and check and wondering if a bug is involved.
you can "quafly for spoils" but not have a coffer pop. you can get messages that a coffer has poped and it is not there, you can get message like " you obtained a share of XXX union's spoils" when it does not apply to you.
Make it clear what is considered an exploit or not, no more gray areas, even when talking to GMs about a lot of things like this you would get replays of " I do not know if it is an exploit or not, just don't do it"
I do not know meny people that got banned because they entered salvage with less then 6 people or using the sub job thing to take away sub job. stuff like this may not be intended and GMs say you may be banned for this but ever tell you if it is right or wrong. being told not to use a job ability or you may be banned is very laughable.
something I am still wondering:
hidden stats/ latents:
I personally think there should be a limit of these or none at all. I think there are too meny hidden things on FFXI. Is there anyone that gets annoyed as a main heal in merit pts because a brd wants to use this one ring? I never deal with it, its too much of a hassle to pull , worry about that ring , give buffs and pull again. At the same token I do not want to waste time thinking twice on who to cure, it wastes times casting/ and time i can spend resting. Being hesitant in some situations can lead to dead people as well, so i would like to limit the stress on gear like this.
Proper inventory space
there is no reason I should pick between leveling a job with proper gear sets, farming, or crafting while having to mule between the 3. takes way too much time
Exploration:
jumping, swimming, there is no reason I get stuck on a stair because i need to run up it in a select way.
- take out invisible walls.
other suggestions that I agree with:
http://killingifrit....my-suggestions/
I hope this can be constructive and ill add/ fix it if I get positive constructive criticism.
#2
Posted 04 September 2009 - 06:39 AM
Maybe I'm way off base here...
#3
Posted 04 September 2009 - 07:15 AM
Amarao, on 04 September 2009 - 05:39 AM, said:
That sounds nice, but making gil easier to get will just make it be worth less. In order for it to work, NPCs also need to be given decent equipment that isn't too expensive.
Keep the peacock charm, but make a new neck piece with half the accuracy that's twice as easy to get.
#4
Posted 05 September 2009 - 09:54 AM
#5
Posted 10 September 2009 - 04:49 PM
Quote
peacock charm is a big one for this, there is no reason for every job that wants acc to use this from 33-75. there is some gear that could be better depending on situation like chiv chain for melees but as far as rng is concern a 75 RNG can be seen with this a lot and concern the best as far as wanting acc. only recently with some of the rare sea torques have small improvement or ancient torque, and all are very rare drops.
I guess some luck is needed, but having a game based on it is a big no.
This was/is an annoying factor of FFXI. It's like that portion of the gear was forgotten and never improved upon - i.e. providr even better items to replace the lower level ones - don't just let it trail off like that and cause low level items to be absurdly over-priced (the fault of the players where pricing is concerned, I do realize).
#6
Posted 11 September 2009 - 10:38 AM
#7
Posted 11 September 2009 - 11:07 AM
XyonBlade, on 11 September 2009 - 05:38 PM, said:
staffs, etc I'm wondering if I should add the gear issues for magic damage on the list.
you have these level 51 staffs that for the most part outshine mythic unless you use ES or WS ( im not sure how much MAB ws adds) or a combo of them to outshine staffs. with ES you useally use it on an enfeeble not a nuke.
I thought i put something about how the MAB and int cmparsions on there too like why make a mab 2 hat or waist or so forth when there is already INT parts for these gear slots that outperform the MAB? most casual players dont see this and i see this so therefor i think it is misleading by a development to a player to make items like this.
with this said i think there should be more testing on gear to see the impact of a stat by development, or be more "see though" ( forgot the word for this)
hidden stats like range attack, range acc, why have this? why have like berserk effect range attack or attack buffs like minuet effect range attack without it saying it? most people dont know this.
#8
Posted 11 September 2009 - 03:16 PM
It's really not as simple to fix those issues than some may think. Best way, frankly, is to make a new game altogether... and that's what they're doing.
#9
Posted 15 September 2009 - 11:32 AM
Hyanmensire, on 11 September 2009 - 10:16 PM, said:
It's really not as simple to fix those issues than some may think. Best way, frankly, is to make a new game altogether... and that's what they're doing.
they could of changed forumlas to allow upghrades, if they did upgrades without that some items may be overpowered.
anyways yeah FFXI was prob more of an experment in what to do for other future games and they should hear from the players that play the game since it seems they do not do that them selfs.
I have to ask this though, is there a reason a level 40 job for af weapon should be dodging TS- IT mobs to a level 75?
#10
Posted 23 September 2009 - 01:32 PM
Your profession changes when you change your weapon, and you dont level up you skill up. You can go solo or with a group. There are going to be places coordinated for people to meet to accomplish similar tasks to make gameplay faster and more efficient for more fun and less waiting. Weapons will also develop your stats and anyone can equip ANYthing, just so long as your stats allow you to do so. Some abilities will be able to be used within various classes.. they havent described in depth how they are integrating the subjob system into the job change system via weapons, but they gave a vague description of most things being universal.
The game is looking to be awesome. Especially with the fully traversable region layout.
Only thing that pisses me off is that we STILL cant jump. Nor have they mentioned anything about cloaks or capes.
#11
Posted 08 October 2009 - 09:35 AM
Over-powered low-level tems like Peacock Charm, Emperor Hairpin, Leaping boots etc should be rare/ex and obtainable only as rewards from high-level/endgame playing (similar to the Zilart earrings/CoP rings etc). This would serve as an incentive for advanced players to try new classes and keep the newbies from fighting over a limited amount of must-have items.
As far as the capes/cloaks go. One limitation that MMO games have with capes is that in order to make them look right, a PC/Console system must devote considerable resources to cloth physics. Even a modest MMO crowd would grind the current gen systems to a halt with the cloth physics calculations.
The alternative is to have the cloth animation pre-calculated, but this requires a considerable amount of time and energy making certain that there are no intersections with different armor and weapon combos. Under this method, the cloth would still not respond realistically to movement or environmental effects.
For my own part, I would prefer they just dropped capes from the game completely unless they can make it look right.
#12
Posted 16 October 2009 - 04:03 PM
The ability to buy -> wear -> sweat in -> and re-sell gear ...
[No thanks.]
Adding a soulbinding/attuning (inability to resell to other PCs once used) feature can (and will) makes worlds of difference for the economy.
For both dropped items, as well as crafted items.
Pleeeeeaaaaaseeee!
Please?
#13
Posted 18 October 2009 - 05:52 AM
No Jeuno Run. That was bad enough, and on top of that Wings of the Goddess actually added an even longer, more dangerous reverse Jeuno Run. Granted, I really have no right to complain since I played a Red Mage, so it was more of an annoyance than a danger.
Any combat or magic class should be able to viably solo mobs their level. It is kind of absurd that many classes struggled and could be killed by a single easy target, while, for example, anything tough or below wasn't even really a threat for a Red Mage after they had Refresh and Phalanx.
Mandatory quests should not be absurdly long. Things like along the lines subjob, chocobo quest, etc in FFXI that you couldn't realistically skip. Long, difficult missions are good, but you shouldn't be forced to do them.
Keep the idea of having at least some sort of overall storyline to the game.
Experience for completing quests.
#14
Posted 22 October 2009 - 05:41 PM
Matheau, on 18 October 2009 - 12:52 PM, said:
No Jeuno Run. That was bad enough, and on top of that Wings of the Goddess actually added an even longer, more dangerous reverse Jeuno Run. Granted, I really have no right to complain since I played a Red Mage, so it was more of an annoyance than a danger.
Any combat or magic class should be able to viably solo mobs their level. It is kind of absurd that many classes struggled and could be killed by a single easy target, while, for example, anything tough or below wasn't even really a threat for a Red Mage after they had Refresh and Phalanx.
Mandatory quests should not be absurdly long. Things like along the lines subjob, chocobo quest, etc in FFXI that you couldn't realistically skip. Long, difficult missions are good, but you shouldn't be forced to do them.
Keep the idea of having at least some sort of overall storyline to the game.
Experience for completing quests.
I solo'd my rdm to 32 with literally no issue whatsoever, and giving exp for quests is just stepping even farther into being another wow. hell if i could spam short quests for exp i wouldnt go pt, fuck it. you also were not forced to do anything in ffxi quest related, the only truely long expansion/quests was chains of promathia, and the only point to doing that is if your remotely interested in endgame activities, Zilart takes a day to complete at the most, and just like cop, no point doing it unless you have an interest in endgame stuff. Alot of the complaints i observe about ffxi is nothing but children not having the game easy, and everything served to them on a silver platter, and frankly im tired of reading that kind of shit. No one in this forum so far though, no worries.
#15
Posted 23 October 2009 - 04:35 AM
rambus, on 15 September 2009 - 08:32 PM, said:
anyways yeah FFXI was prob more of an experment in what to do for other future games and they should hear from the players that play the game since it seems they do not do that them selfs.
I have to ask this though, is there a reason a level 40 job for af weapon should be dodging TS- IT mobs to a level 75?
Changing formulas isn't just some thing you do by snapping your fingers. Especially when the game's code is what it is (remember how changing how 2h damage works ended up? Even that kind of change was hard enough)..
They should hear from the players, but only if those players have thought about the issues in every perspective. 99% haven't, and their ideas have massive flaws in them, which is why SE wouldn't listen to them in the first place. Unfortunately you also belong to this group.
#16
Posted 23 October 2009 - 09:01 AM
NervosaEternal, on 22 October 2009 - 07:41 PM, said:
I soloed my RDM just as easily. You have to get pretty far in the game before they even noticeably get worse weapons and armor than other classes. By the time you reach that point you already have Phalanx and Refresh, which basically mean you can stand there indefinitely without taking damage. Just giving experience for quests doesn't automatically make the game WoW. Dungeons and Dragons Online basically only give experience for completing quests or sub-objectives. Quests should typically be more, not less difficult than grinding. FFXI for the most part was that way, by the time you could solo most quests the reward was typically too lousy to be useful for that job. You could use it for another job, but I don't really think quest rewards should purely be items to make other jobs easier.
I was referring more to the idea that the Chocobo quest is by definition 6 hours long. On top of that, the Jeuno run is basically part of that quest. Subjob quest could take a huge amount of time, even with help. Literally, the last time I did it, it took over an hour to get 2 skulls with the help of 3 high level people clearing all the ghouls in Gusgen.
It is one thing when quests are difficult versus relying on random drops. I don't mind difficult quests, they can make the game more interesting. If you are killing a couple dozen easy mobs for a quest drop, then I don't find it that interesting. If you have to kill one really difficult mob that could wipe out a level appropriate party, that is another entirely.
#17
Posted 30 October 2009 - 05:21 PM
#18
Posted 12 November 2009 - 04:42 AM
#19
Posted 12 November 2009 - 10:28 PM
#20
Posted 13 November 2009 - 06:03 PM
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