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Varizen's request Rate Topic: -----

#1
User is offline   rambus 

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I understand he wanted PM but lets make a composite list shall we?

View PostVarizen, on 08 September 2010 - 01:28 AM, said:

1: Rhada, The beta is missing a LOT of key features. XI beta didn't have AH either, and the AH worked more like a real auction apparently. A lot of those features will be there.

2: As one of the many representatives of KI, if you all can come up with a list of feedback you'd all like to submit in the next week, I will personally submit it. You'd better keep it organized into a single post though. And I have final revision rights on what's submitted (I'm not submitting something I deem stupid like OMG WE MUST HAVE THE ABILITY TO JUMP OR THIS GAME WILL FAIL!!!)

Someone else will have to organize it, boil it down to the most commonly occurring issues and best ideas, and I will submit them.

And yes, I think it was stupid they locked OB people out. But there have been MANY people in all parts of beta trying to submit feedback. I think in the end there was logic behind it though. They wanted people who'd actually observed all the changes to do the feedback. They were probably anticipating a lot of repeat feedback. The Open Beta is more of a Demo. The Closed Beta was real deal test. OB is just the final stage for test marketing, and getting the last bits out of the CB people.

But, you all have me. Organize it. You have until Sunday. Which is probably close to when Beta will go down. PM me when it's ready.


Game hardware resources:
It seems depending on CPU is bad, can we have some load sharing with ram and such to try speed up download times ( Not a programmer, this is to littlebender. rambus note)

Character creation:

- Voices:
Right now your character has 3 voices t pick from. I like to see more. I noticed some may even share voices like tarutaru female and mithra ( i am bad with FFXIV names)

- skin tone/hair colors:
--It would it be nice if color wheel was possible. If a color wheel would be overwheling, maybe have different sets for dunefolk and plainfolk.
--more colors for ribbon colors like the tarutaru with pigtails.

-face:
-- I noticed mithra plainfolk could put a red dot on their head, I would like more colors for them.
--plainfolk tarutaru dont have that dot option, maybe all races can have some variant of it.
--Dunefolk tarutaru only have one different gem on their head that different female and male it would be nice if you can add more to fit the zodiac sign of the charterer.
--More rugged looks. Some people want an older look to characters like on midlander for hyur males.

> Overall I do like the improvement in charterer choices, but a few more dont hurt. It would be nice if you can make any of these possible. I would like having more gems for the donefolk the most.

-UI:

--Overall people hate it. I am going to try to give some ways to make it better. Some people are at the point of thinking SE is ignoring the player base on the UI problems and lag. It feels like we regressed from FFXI. We would like some changes so it lags less and it is a less of a battle to go though it.

--Targeting:

---In XI it took about a second or less to take out a weapon to attack something. To change target all I had to do was click switch target which was always up on the screen. FFXIV takes to long to find/ change targets.
---Claim color, FFXI had yellow for unclaimed, purple for claim, and red meant your party was attacking. I end up attacking wrong mobs because I cannot tell what my party started to fight vs someone else.
--- target commands, <f0> to <f ???> needs to be back to help with curing/buffing allies. FFXI also had a /target <stal>.
--- assist command or have attacks defult to something that is engaged.
--- cures and buffs should never target mobs first.
--- AoE targeting, add a tooltip to note what spells and abilities can offer single target or AoE.
--- Allow some Visualization of what will be hit with AoE.

--Combat:

--- engaged stance:
---It takes to long to pull out weapon and pull it back. It feels like cure lock in FFXI. As a mage this is very hard to deal with when you have to pull out your weapon to cure someone
--- making a spell /ability AoE should have different effects, different enmity generated then single target. Like an AoE cure heals everyone for 150 vs one person for 300.
--- A better monster evaluation system. Light blue/Green dodos/yarzon completely annihilating players while a Puk or Bats of the same color go down in seconds just can't be right.
----Improvements to the Battle regimen mode. As of right now, nobody really managed to figure it out, and it seems highly inefficient to make use of it, as just spamming skills and attacks seems more beneficial. (rambus note , i have no idea what this is so its a direct copy/paste)

-- equip changing:

I am going to explain this with what happens in FFXI to be clear.
When you click in equipment you see gear that corresponds to that slot only. for exmaple I can click my weapon slot and I only see the weapons that are in my invotry. in FFXIV its the full inventory list. This function feels like a regression from FFXI.



-Attributes and gear :
--Can it be clearer what each does? From playing with the stat reset I noticed vit gave hp and mind gave mp.
--When i increased my INT i saw no effect on spell power potency. I only saw the number on my weapon for that stat.
-- More transparent stats like having a "magic skill" and so on.

-When you "job change" or "class change" all your action points gets reset. Can you add a memory like what is being done with FFXI BLU in the coming update?
-- Also when you "job change" I would like the option to change my base stats to the full amount to match the changed role.

-Inventory
--Different bags for the different types of inventory would be nice.
--Bag for gear only so it is easier to equip. Bag for craft materials so it is easier to craft. It is hard scrolling though the inventory like you need to do now.

- party menu:
In FFXI when you hit "party" while in a party it sub menus to:
Find member
member list
distribution
change leader
remove member
disband
alliance
level sync

Can you bring a menu like this back in FFXIV? it is hard to do menu > party> party details> leave party.
its too many selections with the UI lag to do that. I do understand some options is not needed at this time like level sync but that is the general idea.

I noticed the "chat box" or "log" is like WoW where you can move it around and re size it. In WoW you can also make more then one box so in one you can see battle stuff and the other chat. Can this be added to FFXIV as well? You are also able to customize the windows, put exactly what you want in then like level up messages, server messages , and so on.

-Crafts:

-- Tutorials for all crafts, maybe have them at the guild.
--- Explain the difference of offhand and main hand better.
----Have more difference between the two
-- recipes lists. If you do not like the idea of giving out all the recipes at lest let the player have a log of recipes they earned though Guildleave quests.


-Fishing:
--I like the concept of the system better then FFXI but a few things to make it better:

--When you first cast you see a depth meter then a "wait" command. we have to wait anyway so maybe take out this command or change the name.
Every time when the fishing goes to a new command like like jig command, everything you where typing vanishes. I would like to see my text not to vanish.
I do not really understand the purpose of "jiging" and the different points for "cast"

--I would like it made clearer how to handle basic functions without the help of an online guide. I suggest a tutorial in the guild to explain what to do. I like it to explain what some messages mean like " how to jig when the fish takes more line"

--The spearfish to me is new and i never seen it before, I do like it a lot.

--I would like error messages more clear. I had my rock in battle stance so i was sitting for 10 minutes getting "unable to execute that command" because I did not know I had to put my rock away to fish.
Something of the lines of " cannot execute command due to battle stance" would be clearer.

-Alchemy, Amorer, Blacksmith, Carpenter, Culinarian, Leatherworker, and weaver:
-- All can use cheap beginning crafts. Muddy water for Alchemy is a good example.
-- Check success/fail rates. I was a rank 7 craft on a rank 5 Guildleave where I had all failures.
--I think fast synth needs a higher success rate. A higher success rate with fast synth may allow people to like it more since that will grant better skill-ups.
-- Don't loose everything on brakes ( going back how FFXI handles brakes)
-- Have more early crafts relay on shards, some crafts run to crystals to early.
---Maybe allow combining shards to make crystals.
--- like with fishing, when shifting to a new synth command, text goes missing.
--- Gear gets damaged too high of a rate.
---Guildeaves progress at the same rate, some crafts start at rank 1, others rank 3 or rank 5 and in unequal amounts. make sure a person can have all the rank quests offered for recipes.

- General

-more general tutorials. Explain/show how to set abilities and such.

- Levequest:

--Crashing in the middle of a leavequest erases your progess.
-- If you are the leavequest iniatiator and you crash you loose the bonuses rewards even if your party invites you back.
-- have a general memory of progress when someone d/cs, WoW is able to do it.
-- The journal/quest log is too generic with "regional levelquests" and "local levelquests"
-- levelquest quotas for the day is too strict. For example I can only do 8 across all crafts, lest have each craft have its own number.


-Traveling:
-- Spells/Abilities akin to Invisible/Sneak/Deodorize. No other game I know had this kind of spells, and it made traveling and exploring a lot more enjoyable.
-- Spells/Abilties to sneak around will help crafters get guildleve quests done since you need to travel.

- Shops:
---Need a bit more variety in starter gear from vendors say like rank 1, 5, 10 weapons and gear.
---Clear indicators next to NPCs or in the NPC names as to what general kind of items they are selling. Shop signs are nice and all, but all too often difficult to see or even decipher.
---The option to buy certain items in bulk. You get to choose how much of a stack you want but not the number of stacks.

-- trading and barer issues:

---trade wards:
a nice start to change so people have an easier time finding things would be naming these. "amour bazaar ward" "crafting material ward" "weapon ward" and so on will be helpful

--- Bazzaring:
----We need to be- able to move while looking at bazaars. FFXI allowed this and could buy form bazaar from a distance.

----to limit lag with big menus can the mini menu be brought back from FFXI? I do not like having to check, see bazaars, use items (like crystals or future meds) from the main menu.
----Mini menu can also be used to open doors, some people do not like using the main menu for them.


--- selling to NPCS:
there is to meny menus to go though to sell to NPCs. to put it simply FFXI was better, faster, easier then FFXIV. Someone commented it took 10 minutes to get an inventory from 80 to 40 selling items. that is too much time for something that should take 2.

--- Item comparisons when you view new gear weather getting from NPC, trade, or bazaar.

-Communication issues:

-- Error system messages:

-Going along with what i said with the fishing error command line I would like to see more detailed error lines. You cannot equip stuff when you have the battle stance on. When you are on a craft with your rock ready to be thrown, i spent 10 minutes wondering why i could not change my offhand or what not.

--Chat errors:

--We need chat errors. I could be sending tells to someone or talking to air.
there is no " tell was not received, the recipient is ether offline or away"

--message log:
the funnest text i ever seen in a game has to be this:
"you defeat you" when you die by poison. Can this be changed to like what it says in FFXI? " you falls to the ground" ? or maybe " you fall to the ground from the poison"

--Friend list:
needs to have a confirm by the other person. someone can friend list me that i may not want to be on their friend list. This can be a problem when people are trying to stalk someone.
I would like to have some type of offline messaging.

--Tells:
---Sometimes CTRL- R does not work.
---Right now you have to press some random key to bring up chat box then ctrl R to replay to a tell. We would like the simple alt- R back from FFXI.


-- Linkshell:
>There is an extra menu command that functions like a /sea all linkshell. This menu is not needed and may add lag.
> when viewing linkshell list we should be able to invite to join party them and send them tells.
>more color options, maybe add a color wheel for it like FFXI.
> More features to linkshells. I noticed if i had more then one ls i can hear them all. Some think it would be nice to allow a person to have one main linkshell for like a linkshell bank.
> allow invites to linkshells easier.


- moghouse:

I would like to have one just for making your own space and decorating.


- copy/paste terran:

I do understand little stuff will be seen again. What I hate to see more of is this example:

the land outside Limsa is what is being shown, like running to camp beared rock to Cedawood you see this. this kind of repetition is a bit much.
I was outside Ul'dah where I ran into a cave, I ran into a different cave like 2 minutes away and the water in it was in the same place, was the same size, had the same ledge placed in the same place.
I understand it may be hard to change these current places but try to avoid that in other areas.
unless of course you are trying to make a maze, then I can understand doing that.

-Emotes:
The amount is impressive but people told me and i agree that 3 should be added:
/hug
/kiss
/slap

tarutaru in FFXI for example used /welcome motion to look like a hug, and /huh motion to do a kiss.

-more bonuses for party play. right now party play is more for social aspect, there is no real gain.

-Faster Anima regen. Right now it is faster to walk to places then it takes you to regen enough Anima for a teleport.


-There is already RMT selling gil, 10k gil for 3 dollars.

i know he said pm but i though that would only flood his box and it is nice that we can bounce ideas off eachother to have one complete list.

This post has been edited by rambus: 11 September 2010 - 10:36 AM

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#2
User is offline   Varizen 

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So far I'm impressed. I will tell you the following: They actually do have plans for a personal space or house of some sort. Every town has a Market Wards Zone, and an unused zone right now which will most likely be used for the personal spaces.
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#3
User is offline   Varizen 

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What's:

Repeat feedback on how godawful the UI is and how it's worse than XI in almost all areas is pretty important to keep telling them about. If they didn't want repeat feedback maybe they should attempt to fix things people have serious issues with instead of focus on how the ripple effects while walking through water are wrong.

I don't understand this "people who'd actually observed all the changes", why does that matter? There's been pretty much no changes at all for the better since alpha, in fact if you look around most people agree alpha phase was the most playable and consequently most fun. Parties worked for instance which hasn't been fixed since. A ton of things have gotten worse over the phases. Phase 3 had people getting level 15 and above in 3 hours or so and open beta nerfed exp so it takes far longer. So what exactly makes phase 3 more important than open beta? It's been a complete seesaw of adjustments since the begining where alpha phase was the closest to having a working game. Still makes absolutely no sense why they'd want feedback from FF fanboys instead of normal individuals who can tell what's crap and what isn't without bias, but again I'm more than convinced SE wants their game to fail.

As for the feedback stuff, I refuse to believe they give a shit. I wanted to believe they gave a crap before but they've shown me enough to know they don't, or if they do care about improving the game they're obviously grossly incompetent to where they can't get the basics of MMOs correct.

But if anyone else would like to waste their time here's a hint, stop focusing on content and lag. Lag will be fixed (probably) and there'll be more content at retail. How much more is yet to be seen but content is something that will always be added, how about people focus on issues that are harder to fix than just punching in new numbers in place of old ones.

Here's a list of things that are worse than XI, not because of lag but because they've added in more redundant steps for no reason at all.

Example #1: Selling items to NPCs

*In XI you click on the NPC. Click on sell. When you see your list of items appear you can click on each one once and it'll show you how much it NPCs for on the same menu.
*In XIV you click on the NPC. Click on sell. When you see your list of items appear you can click on each one and it'll bring you to another menu that shows what it does, with another sell button on the bottom. After clicking that you're brought to another menu that tells you how much it NPCs for.

In order to simply find out how much something sells they've added in 2 extra menus for you to click through. Why? There's even more items in XIV with monster drops having +1 and more versions of them. Why does it take even longer in XIV to sell a bunch of items to a NPC than it did in XI. Someone made these menus for a reason.

Example #2: Linkshell list/sending tells

*In XI you click on the linshell section in the menu and you can view members. From here another click on someone's name will bring you into a /tell with their name already typed out for you.
*In XIV you click on the linkshell section in the menu and you can view members or 'talk to memebers'. If you click on view members you'll see who's in the linkshell but clicking on their name does nothing. If you go back a menu to where you can 'talk to members' all it does is type out /linkshell for you. That's it.

To send a tell in XIV you need to open the chat window with spacebar and then press ctrl+r. In XI you only had to press ctrl+r and it brought you to the same place, extra button press for no reason, why? If these are placeholders there should be less shit not more. Not only that but if someone sends you a tell you can't hit ctrl+r until you manually type out their name the first time and then send them a tell.

Example #3: Moving around/targetting

*In XI it took about a second or less to take out a weapon to attack something. To change target all I had to do was click switch target which was always up on the screen (for me as a pad player I just press X and that's it) and I can move the blue cursor around. After sticking it on whatever I want to attack next I press X and I'm on it.
*In XIV when you take out a weapon you stop for a complete 3 seconds. You're locked in place like cure lock is in XI every time you want to pull out your weapon. For targetting, again with a pad, if I'm already on a monster I have to press Circle to put away the action bar. Then I have to press Circle again so I can stop being locked onto that monster I don't want to attack. Only then am I allowed to move the cursor onto another monster and then I can press X to lock on and be ready to attack.

XI was clunky enough, XIV is worse. Unbelievable. And they want us to fight multiple monsters at the same fucking time when it controls worse than XI? Bravo SE.

Example #4: Can't move while viewing bazaars

What more needs to be said, you could move while looking at bazaars in XI but in XIV you come to a dead stop and can't move at all. There's more about the whole bazaar system that's messed up but I've been avoiding it like the plaque so I can't think of anything else right now, regardless, more nonsense that worked in XI but doesn't in XIV.

Edit: Forgot one

Example #5: Changing equipment

*In XI you placed your cursor over say a head slot, clicked on the button and it would show you the available head slots you can chose from in your inventory. You can see the stats of each piece just by having your cursor over them.
*In XIV you place your cursor over the head slot, click on the button and shows you every damn thing in your inventory. (Step backwards from XI yet again, surely enough this must be fixed by retail, right? So why has it gone through all phases of alpha/beta without changes. I'm positive this won't be fixed for retail but if someone wants to believe they will, go ahead.)
In order to see the stats you have to click on each item and be brought to another menu. More menus, more time wasted, XI did it better.


That's all I can remember off the top of my head but there's more dumb things that worked fine in XI but are worse in XIV, I feel like I'm forgetting something obvious so if I find out and give enough of a crap I'll put it in later.

Also complaing about ledges and stuff in XIV is a legitimate complaint, even though it will never get fixed. There was not many ledges in XI, a jump button in that game wasn't really needed since there wasn't that much stuff blocking you. Yeah, branches and stuff so what. It's worse in XIV, there's massive ledges all over the fucking place in every area. It's clunkier and more frustrating to simply move around than XI ever was. Regardless a jump button won't be introduced, but make no mistake XIV needs one far more badly than XI did because it's designed so poorly.
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#4
User is offline   Littlebender 

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Since my other post got deleted I'd like to add something useful instead of the ramble coming from rambus.
Tell SE to stop being jerks for making their games run solely on CPU. Just the log on screen for 14 eats up 100% of my cpu usage.
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#5
User is offline   Bdogg 

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Well I was impressed with the beta and enjoyed it. I stopped playing now though because I don't want to level to much just to have to do it over again. The things that ticked me off the most were the things already mentioned in above posts plus the crafting system, I thought the crafting system was an epic fail and I am pretty sure I don't need to explain why. And the UI is one of the worst I have ever seen for an MMO. What I don't understand is that FF11 and FF14 is made by the same company; so why they took so many steps backwards is beyond me. Don't they read the forums and learn from all the positive feedback they got from 11 to learn to put the things people liked back into FF14. It makes no sense at all, so instead of starting an MMO at a higher chance of success from learning from previous faults they decide to start with as low a chance of success that they possibly could. I just don't get it!!

Edit: oh one other thing that happened to me during beta, I made a trade with a fellow player and after the trade was finished he got my money but the items I had traded for never ended up in my inventory they just dissapeared. They were not in his inventory or mine, if this had been the real deal I may have been more upset. Just a bug I thought I would point out.

Edit: More vendors for sure, I got to level 9 as a gladiator and got my first ability that requires a shield. It may have been 8 I got the ability not sure, but 9 was when I noticed I had it. "Phalanx", however I don't have a shield and could not find one anywhere in my starting city. This may be my own fault of not looking in the right place, but I could not find one vendor that was selling shields. And since there is no list of what makes what in crafting I had no idea how to make one.

This post has been edited by Bdogg: 08 September 2010 - 01:06 PM

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#6
User is offline   Balthorus 

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double post

This post has been edited by Balthorus: 08 September 2010 - 01:04 PM

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#7
User is offline   Varizen 

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View PostBdogg, on 08 September 2010 - 12:52 PM, said:

thought the crafting system was an epic fail and I am pretty sure I don't need to explain why.


Actually you do. Because I love the crafting system. Now, I am irritated about how many crystals in consumes, even early on, but the actually minigame process I like.
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#8
User is offline   Balthorus 

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-Some tooltips in game would be nice. If I mouse over certain things on my character sheet like strength, id like to know how it is affecting my attack power and so on.

-When browsing the bazaars, it would be nice to have a pop-up item comparison. Currently I have to check whats in their bazaar which takes some menu browsing, then I have to close their bazaar and remember what the stats were of the item I was looking at while browsing through several more menus to get to the item I have to compare the bazaar item to. The whole thing could be cleaned up quite a bit.

-The levels of certain enemies seem out of place. In the Ul'dah area those antling diggers are still way tougher than I could come close to handling and I am lvl 15 and this is a low level area.

-The outposts could use vendors and generally more stuff going on.
Example: The Golden Bazaar in Ul'dah. Would be nice to have a repair NPC or someone you could self stuff to at the very least.

-I really wish being in a group was more viable, please fix this. XI rewarded you for grouping up to kill things harder than you could do alone. XIV does not have this same incentive.

-Overall menu sluggishness. It takes me 10 minutes to sell a bag of 80/80 down to 40/80. It should take 1-2 mins at the absolute most. Seriously, cut the number of menus in this game by 75%, it is not needed and is the overall glaring issue right now.
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#9
User is offline   Bdogg 

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View PostVarizen, on 08 September 2010 - 01:03 PM, said:

Actually you do. Because I love the crafting system. Now, I am irritated about how many crystals in consumes, even early on, but the actually minigame process I like.



Ah sorry about that pal, well what I hate is the mini game process to be honest. I mean its ok... but when I am crafting something I should be able to just select the mats and craft and not have to worry about playing a mini-game to craft, to time consuming. I am probably just so used to 11.. I am sure it will grow on me. Also I did not like how there is no menu saying what is needed to make what. I could spend hours trying to find out what mats make a shield lol. Unless there is a menu and I just could not find it. To many menus that are not needed is another thing!

This post has been edited by Bdogg: 08 September 2010 - 01:14 PM

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#10
User is offline   Varizen 

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Now the menu part/recipe book is something that's needed. But the minigame process actually gives you more control over failures and HQs.
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#11
User is offline   Albela 

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INcrease casting range, engage range and remvoe the sound or lower the volume when you press an attack
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#12
User is offline   What? 

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I targeted someone, went into their bazaar, clicked on what I wanted to buy, went into another menu that showed me what the item stats are, clicked I wanted to buy it, was brought to another menu letting me decide how many I wanted and... at the end of all that I didn't buy the item. Why? Apparently I was too far away.
This person was maybe at half the max range allowed to target a player, yet I was out of range to buy something. Even though I could view their bazaar... and you're not allowed to walk while viewing bazaars... really now, SE? I had to exit out of everything after already wasting my time going through the menus to buy something and almost walk right on top of the person so it would let me buy something.
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#13
User is offline   rambus 

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Verizen, i dont know if you want me to edit my list template or just keep adding things we remember.

I do agree with what "what?" said about the conrols and extra menus that are not needed. ( like selling to NPC and linkshell list)

I dont mind the ledges much because it is new and i just like walking around in my new world, though that feeling may wair off and i do see the point of "jump" being more needed then FFXI

adding to what?'s comment about menus though I should not have to pull my weapon out and walk slower to cast a cure. I also agree magic NEEDS to be longer range esp when you have mobs running from you.

It says my cure Aoes but I do not see it Aoeing much.

the bazaar thing could be fixed with a mini menu, instead of pulling up the main one, have the mini menu like in ffxi that allowed invites if someone was looking for party, check function and bazaar looking.

bring back these commands from FFXI or some vereant:

calls ( but dont make call 0-3 real loud so people get pissy at you for using them)
/target commands like target " name"
<p0> to <p ???> targeting

stacking items ( dont even know how )

This post has been edited by rambus: 08 September 2010 - 03:47 PM

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#14
User is offline   WHiP_LASH 

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character creation- hume male midlander: I have several buddies playing along with me, and we HATE the facial features of the midlander male, needs to have the type of face hair that Highlander has, the rugged facial hair, not long lengths.

character creation: possible add wrinkles, or aging of somesort, because im tired of seeing young prissy male's, id rather make my character look his 30-35's and not 15 yr old screwed in the butt willie.

character creation: i am NOT a fan of lalafell & personally hate them, but they were giPPed big time in customization, they need more.

gil sellers: Im pretty sure they said they were not going to have these? ITS OPEN BETA and their selling for 10k $15 mysidia sever. its so ANNOYING. & their not just shouting, their spamming non stop, i had to actually delete my character because of how much spamming they did, it lagged me out.

armor shops: need more, i feel as though im being forced to craft or hunt in bazzars everytime i want a certain piece of gear

linkshells: more color options. i would prefer to see a color line/wheel like FFXI has

enemies: The colors of the names when their claimed. YOU WOULD NOT believe how many enemies i go to attack because their this "light light pink" color.. BRIGHT PURPLE, BLUE or something, please

that is it for now. thanks :D
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#15
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Changing equipment makes you come to a complete stop for 5 seconds or more. I could move around in XI and change equipment, even though I was invisible for a while if it was very laggy I could still move around.
Can't in XIV, why? Has nothing to do with penalising people for changing equipment when there's already something in place, this is just clunky ass programing that makes the game far slower than it needs to be.

When getting ready to synth something it's not possible to move the camera at two distinct parts for a good few seconds. If I'm moving the camera before these parts start up my camera will get stuck and keep swirling around my character and there's nothing I can do to stop it, shit's annoying when I play with the camera a lot. Not having the camera locked into a certain place when talking to NPCs would be nice also, it's very jarring to someone who constantly moves the camera around to suddenly get restricted when talking to a NPC. Feels like I'm fighting against the game, I shouldn't feel this way.

Party members should show up on the map, it's very, very, very easy to get lost from other party members thanks to the map not showing where they are.

rambus's suggestion about the chat box is very serious. In XI there were sections of the chat box to look at tells, party chat, linkshell chat etc. There's room to fit those tabs over the XIV chat box next to general and battle, so why isn't it there? I can't see what people say most of the time because of so much spam and no section for tells or party chat. Freaking basics aren't even remotely taken care of.
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#16
User is offline   Varizen 

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View Postrambus, on 08 September 2010 - 03:25 PM, said:

Verizen, i dont know if you want me to edit my list template or just keep adding things we remember.

I do agree with what "what?" said about the conrols and extra menus that are not needed. ( like selling to NPC and linkshell list)

I dont mind the ledges much because it is new and i just like walking around in my new world, though that feeling may wair off and i do see the point of "jump" being more needed then FFXI

adding to what?'s comment about menus though I should not have to pull my weapon out and walk slower to cast a cure. I also agree magic NEEDS to be longer range esp when you have mobs running from you.

It says my cure Aoes but I do not see it Aoeing much.

the bazaar thing could be fixed with a mini menu, instead of pulling up the main one, have the mini menu like in ffxi that allowed invites if someone was looking for party, check function and bazaar looking.

bring back these commands from FFXI or some vereant:

calls ( but dont make call 0-3 real loud so people get pissy at you for using them)
/target commands like target " name"
<p0> to <p ???> targeting

stacking items ( dont even know how )



If you don't mind, I'd like for you to organize it all up in your first post. The way you organized it is actually rather nice and tidy. You keep just enough of the explanations without getting to wordy. Please update your template so I can just copypasta, and add to things as I need to make request clearer. Thanks Rambus.
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#17
User is offline   Varizen 

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Oh, and about your AoEs on cures Rambus... I should write some command walkthroughs for people. It's kinda deceptive the way it's presented. It's actually on Single-Target by default. See, if it's lit up and has these 3 ring highlights on the side, it means aoe is on. If you notice it's kinda dull. To make it aoe, you need to /aoe to toggle. Put something up in the working list about having the AoE and Single Target option on in the casting menu.


The /aoe is a cool idea, but it's gonna take a bit to get used to.
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#18
User is offline   rambus 

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View PostVarizen, on 08 September 2010 - 08:55 PM, said:

If you don't mind, I'd like for you to organize it all up in your first post. The way you organized it is actually rather nice and tidy. You keep just enough of the explanations without getting to wordy. Please update your template so I can just copypasta, and add to things as I need to make request clearer. Thanks Rambus.


ok ill be waching and i might need to make a new cat for battle commands. I may need help for final polish though since my English is not perfect.
I have to work on it later ( main reason for this post is yeah im keeping in touch i have thing to do today QQ)

Ill try to think something about aoeing. My idea is to just have some hotkey like in other FF like you use arrow on d pad and the arrows target everything.

I also want the sight a bit more drastic.

I agree with you it sould be a bit more detaled as a tooltip even saying "cure: restores the hp of target or allys within range of target"

can it aoe other parties like SCH does in FFXI?

can someone explain how other craft works or comment on them? i can only do fishing.
how does "sub job" work ? i/e equiping stuff off other jobs and not your main

/target <stal>

This post has been edited by rambus: 09 September 2010 - 06:55 AM

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#19
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Might have missed it if some of these things were already mentioned, but here goes:

1) Easier targeting on Allies/Foes. The F-keys in FFXI would be a nice addition to FFXIV, as well. Being able to switch target while not locked on to target but still with the Action menu being displayed would be nice, as well. Having to unlock target, close the battle menu and then cycle through all targets before getting to the one you want is just too much of a hassle midbattle, and inefficient for Healers.

2) Shortcuts to directly access chatmodes like in FFXI. Having to press Spacebar first before being able to use the shortcut is pretty annoying.

3) More space for entering text whlie chatting. This game is newly developed. There is no reason to limit us to only 60-80~ characters per message.

4) Faster Anima and Guardian's aspect points recovery. Or maybe mini-quests/fees to replenish them. Having to wait hours while logged on before it's replenished is just detrimental to any kind of playstyle, considering the huge areas. Even with party teleport, it's not enough, as of right now. There's not much reason to party and you'll often end up soloing, anyway.

5) Add some affordable standard Gear for the first 10-20 levels to Vendors. Having Crafters make all the Armor is nice and all, but until you find the right thing at a good price, you're stuck with the starting equipment. Especially affordable Shields need to be added. A Gladiator without a shield for 10-15 levels is extremly penalized.

6) Reduce the delay inbetween actions during battles, or allow for the next attack to be queued without any kind of delay. Hitting Attack repeatedly only to to get several messages that you are unable to perform this action, making you hit the key again can be really annoying at times.

7) Add some visual indicators for Area of Effect spells/abilities. Especially with Thaumaturge, you simply cannot tell how broad your spell's effect field will be and whether your spell will actually hit a party member or foe.

8) Selectable Doors and Gates. Having to open the menu first and then select them is just harassment.

9) More Linkshell options/features. Having a global chatroom for a bunch of people is nice, but it simply does not measure up to all the Guild features one can find in other games, such as Guild storages/banks, Guild halls etc.

10) Not sure if they are planning on implementing this, but please add One on One PvP to the Colosseum in Ul'dah, simply as a form of side activiity.

11) A better monster evaluation system. Light blue/Green dodos/yarzon completely annihilating players while a Puk or Bats of the same color go down in seconds just can't be right.

12) Spells/Abilities akin to Invisible/Sneak/Deodorize. No other game I know had this kind of spells, and it made traveling and exploring a lot more enjoyable.

13) Clear indicators next to NPCs or in the NPC names as to what general kind of items they are selling. Shop signs are nice and all, but all too often difficult to see or even decipher.

14) The option to buy certain items in bulk, as stacks. Having to insert the number is ok, but allowing an extra button to say, buy the maximum quantity would be helpful, especially for crafters.

15) More tutorials/help messages for beginners. I lost count of all the new players starting in the beta, shouting for help about the most basic features. Unless one read about it on certain websites or forums, you had basically no idea what and how to do anything at all. FFXI lacked a lot of documentation as well, unfortunately, making it difficult for beginners to get into the game.

16) Add a more organized inventory please. In FFXI it was still acceptable since it was an old game, but in FFXIV I'd like to have clear sections within an inventory, organizing each item into a general category. It doesn't have to be split up into several tabs, really. Also, add shortcut hot key combinations to access the inventory.

17) Get rid of the Attribute points. Resists are okay, I guess. But with the attributes, cookie cutter builds will just keep emerging and if you aren't perfectly skilled, you're basically just subpar. Also, having to fine-tune all attributes is a lot of hassle, because one never really knows whether that one point would be better spent on Intelligence or rather Piety for spells.
Min-maxing is really detrimental to gameplay.

18) Make it simpler/quicker to change Abilities. Having to open the Main menu, then go to Actions & Traits, select a Category from the drop down list, then selecting a slot, then selecting the ability to add it to that slot is just a huge hassle. Also, it's really bothersome to switch abilities around on the Action bar, having to unequip/reequip them several times.

19) If you, let's say, start a Levequest along with some friends, and you're the iniatiator, you would normally get the full reward when the levequest is done. But if your game crashes or you get disconnected before you finish the tasks and then return, you're marked as having failed the levequest, which is simply bullshit. You can reaccept the levequest if any of your party members still have it active, but then you still only receive the "Shared" reward.

20) Make a better Quest/Mission log. Right now, it's only divided into Regional and Local quests or so, main missions aren't really clearly marked. FFXI's quest log was fairly decent, aside from the lacking description/info when checking the Quests/Missions themselves.

21) Easier access to check Key items and other special items.

22) Improvements to the Battle regimen mode. As of right now, nobody really managed to figure it out, and it seems highly inefficient to make use of it, as just spamming skills and attacks seems more beneficial.

23) As per my post below, add differences/benefits for AoE and Single target modes of spells/abilities.

Well, I could probably think of more, but I suppose that's enough for now.

Edit: Added 23)

This post has been edited by Rhayve: 09 September 2010 - 10:40 AM

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#20
User is offline   Rhayve 

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View PostVarizen, on 08 September 2010 - 08:58 PM, said:

Oh, and about your AoEs on cures Rambus... I should write some command walkthroughs for people. It's kinda deceptive the way it's presented. It's actually on Single-Target by default. See, if it's lit up and has these 3 ring highlights on the side, it means aoe is on. If you notice it's kinda dull. To make it aoe, you need to /aoe to toggle. Put something up in the working list about having the AoE and Single Target option on in the casting menu.


The /aoe is a cool idea, but it's gonna take a bit to get used to.


For keyboards, the key to switch between Aoe/Single target modes is Z (Y on American keyboards). On Gamepads, it's the Key you assign for Battle Regimen/Emotes List. It's not too difficult to deal with it, once you are used to it. But as of right now, there's pretty much no reason whatsoever to use Single Target spells (aside from avoiding to hit random bystanding mobs), as Aoe Curing doesn't seem to heal less or generate more Enmity than single target.
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