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If You Could Improve XI
Odin.Tamoa
Serveur: Odin
Game: FFXI
Posts: 197
By Odin.Tamoa 2014-11-26 02:17:53
Phoenix.Frankbrodie said: »But other than that, one thing. And one thing only.
NO GEAR SWAPPING WHILST ENGAGED!
You know any occasion that you can't call a trust at the moment. Same as that, but with gear swapping.
It's the only thing that has ever made me consider quitting. Everyone's obsession with gear swapping macros.
And it's obvious that SE actually like it. Hell I suppose most people playing it must like it.
Well I don't! It's silly and something that I do not do. So there :p
There's /lockstyle and there's blinkmenot. Don't whine about something that can easily be fixed.
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Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10082
By Asura.Sechs 2014-11-26 02:34:23
Technical partUpdate DirectX support so that the game can run smoothly at 60fps on any recent system regardless of the number of buffs, effects or players on screen.
Easily improve most post-processing effects thanks to that (lightning etc), add some of the improved stuff already present in the X360 version, full support to Direct Input peripherals etc
General Gameplay fixes
Enmity reworking Make so, while not being trivial, Enmity matters and it's efficient and important to use tanks in many different types of game content, make so tank + DD setups are more viable etc Damage reduction gear Reduce the cap of PDT1 (and MDT1?) gear for all jobs except tanks, who would get means (passive traits?) allowing them to go beyond this newly reduced cap. Non tank jobs are not supposed to efficiently tank Pet Jobs Remove specific pet buffs (food, rolls, small part of the recent passive increases) and make so pets get increased stats scaling with master and his current buffs. AoE damage scaling Defined three different types of AoE abilities from monsters: A(centered around caster), B(centered around target), C(conical). Have AoEs of type B produce slightly smaller damage to players not directly targeted.
Have all 3 types of AoE produce noticeably smaller damage to Pets not directly targeted. Scaling Content Make so it applies to a large part of content, but not every new thing added like today. Making so the scaling makes sense and is even, instead of letting just the HP scale have other things scale too. Like drop rate %, drop quantity, currency scaling in case of content that give currency (plasm etc) JA/Magic delay (global cooldown reduce the JA delay for some jobs (see below), reduce it for all mage main jobs as well Buffs Make so all party specific buffs (those that can only be cast on party members) disappear if the one who casted them drops the party Enhancing Magic Make so there's a better scaling with spells and Enhancing Magic skill. Most spells haven't been really upgraded past the level 75 caps, and too many enhancing magic based spells do not benefit in any way from having a higher number of Enhancing Magic. Even if just a few, the majority of spells should have tiers and those without should only be a few exceptions, not the other way around. Skillchains Reduce the multistep multiplier number, possibly capping it at lower steps. Considerably increase the magic burst macc/damage giving it the further benefit of reduced enmity (possibly making so the additional damage from MB doesn't produce additional enmity. I.e. enmity calculated exclusively on the core non-MBed part of the spell) Enemy TP Make so enemies generate more TP on their own, and receive way less TP from incoming attacks, furtherly increase by a more noticeable effect on the Subtle Blow stat for player.
This way the NM should gain TP and use TP moves at more or less the same rate as before, but things should be more even between groups fighting NMs with a single DDs or multiple ones. It would also even things a bit between DDs using frequent weaker attacks and DDs using slower more powerful attacks
Job specific tweaks
SCH: Reduce Stratagem recharge time. Allow SCH main to Accession some of the currently unaccessionable spells. Condense the 4 merit stratagems into 2 ones (one for macc, one for enmity), each giving acess to a Light Arts and Dark arts version of the stratagem.
Increase Embrava base duration to 120 seconds and add a small flurry-like effect to it.
SMN: Update most of the BP:Ward buffs, since most give trivial benefit at level 99. (better scaling of SMN skill, affecting potency too and not just duration). Consolidate and improve Favor tiers, especially for the lackluster ones. Increase Favor range
PUP: Make maneuvers last 5 minutes. Make so stuff like Eraser and Barrage Turbine do not consume maneuvers.
WHM: Make Afflatuses undispellable. Give some further benefit to Misery to make it more useful in certain situations.
RDM: Give RDM a natural trait increasing buffs/debuffs lasting time, in addition to all the other buff lasting increase gear already existing. Make Composure undispellable.
RUN: Make so Pflug adds a base resistance to all status effects, plus an additional % based on number/type of currently active runes. Make inspiration undispellable at the same conditions Wards are. Make so Vallation/Valiance give a small amount of MDB based on number of runes (not type). Take off the reduced duration from Embolden. Restore of the Rune>Enmity thing, halved JA delay (global cooldown)
BRD: Make so Nocturne is Light based and stacks with Addle. Add Massacre Elegy, add Conquest March, take off the diminishes over time part from tier2 Etude spells, give a trait that makes songs cast under NiTro undispellable, increase the potency of Requiem, slightly increase the potency of Threnodies, increase the potency of Paeon spells, add a madrigal potency Job Points category, make so Scherzo doesn't stack with Earthen Armor and Migawari (and vice-versa)
NIN: Make Yonin and Innin undispellable and remove the reduction over time. Increase lasting time and cooldown. NINs should choose strategically which one to choose instead of constantly swapping.
Add a passive effect to Yonin that gives it a certain % chance (furtherly increaseable with job points/gear) to make so that Utsusemi shadows can absorb TP moves and spells that would normally strip all shadows.
Release :ni version for all the spells which currently only have :ichi version.
DNC: Halved JA delay (global cooldown). Make so on DNC main the first step you land on a target gives 2 stacks of debuff potency instead of 1. Cap still at 10. Add a Flourish 1 dispel effect move, with Physical/Magical accuracy checks similar to Violent Flourish. Make sambas work all alliance members, allow them to work in addition to en-spells. Add Healing Waltz II, independent and long cooldown, AoE dispel. Change the way Contradance works and make so the next Healing Waltz will dispel 2 effects instead of 1.
Change the penalty on Saber Dance: instead of being unable to use Waltzes, cooldowns will be tripled.
Change to Fan Dance: you will be unable to use Sambas but if you have already active ones they won't disappear.
THF: Increase the potency and reduce the cooldown of the enmity stealing JAs. Add a third one. (well fourth if you consider TA to be one of those)
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Bahamut.Malothar
Serveur: Bahamut
Game: FFXI
Posts: 396
By Bahamut.Malothar 2014-11-26 03:06:44
Enemy TP
Make so enemies generate more TP on their own, and receive way less TP from incoming attacks, furtherly increase by a more noticeable effect on the Subtle Blow stat for player.
This way the NM should gain TP and use TP moves at more or less the same rate as before, but things should be more even between groups fighting NMs with a single DDs or multiple ones. It would also even things a bit between DDs using frequent weaker attacks and DDs using slower more powerful attacks
This would also carry with it a new found reason to actually Slow/Elegy/Paralyze mobs, where as now slower auto attacks and/or a paralyzed auto attack does little to really be worth while.
On the other hand, making it possible to make TP moves happen less often would make most fights difficulty drop dramatically, as TP moves are typically the only threat with mobs. To further balance that, do we load up on truck loads of insta-gib or retardedly annoying status effect inflicting moves? Neither are preferred, but that's been SE's answer to mobs being a threat for the longest time.
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Leviathan.Starcade
Serveur: Leviathan
Game: FFXI
Posts: 85
By Leviathan.Starcade 2014-11-26 03:22:38
#1 is easy. If you can't remove the illegal third-party players and the game cannot survive without them, then give the game a proper sendoff and be done with it. This game is supposed to be played on equal terms by players on all three platforms. That's it. There's a reason those rules were put in place, and the American players who've ***and spit in the face of them are one of the reasons that most of the rest of the players (esp. JP) want no part of us.
1) A real GM force. I can't count the number of times I've sent a GM thing and it's been multiple hours to get a response, even if the request is legitimate, even if it's simply checking to make sure something's legal. There are sometimes things which happen (which see the November update) which can't wait for the queue, so they need to strengthen that.
2) A real STF. It's hard for me to fathom too many upper-tier players in this day and age (especially on Comeatmebot-athan) who aren't some form of RMT. I'm sure I'd get more than a few people saying that RMT is about the only reason they're playing.
Probably been that way for years with some of the BG crew.
3) On the vein, if you're going to tell me that badmouthing the illegal play is actually detrimental to the (how did they put it when they've banned me and others from the OF...) player community or whatnot, that basically what they're saying is that these criminal pieces of crap (and that's what they are, see California law, which I've discussed before on my own at quite length) ARE the player community. And, in that vein, you're not going to get new players. Who would want to, especially with a more successful Final Fantasy XIV around?
So, let's presume for a moment that that's done, and the game has sufficient players to survive.
OK, first, you have to make clear of this timeline and, to the best of ability, stick to it. It's useless to give the timeline and then not adhere (which see the summons, new UI, the Aht Urhgan one from 2006 or so...).
The first and foremost is that you have to give people the understanding the game DOES have a future. Right now, especially for those of us who've finished Adoulin, we want to know what's next.
In 12 months (and it'd probably take a year), you'd get ROM10 -- "Final Fantasy XI: Final Frontiers", the sixth and final expansion. Yes, reality is reality, the game is probably too old to have much longer of a situation when it's playerbase shudders in the face of <i>World of Warcraft</i>.
Basically, the expansion would be a two-year situation. Everything leading up in that next year would be to ramp for that expansion.
2015 in general: Take a REAL LOOK at the job balance situation, and put all options on the table. (Yes, this does even include removing jobs like Red Mage, if they are seen as completely useless.)
You also have to find a way to create content that isn't like PLD BRD RNG MNK WHM SAM or GTFO...
2015 in general: Change the incentives for campaigns. The BC ones, the login campaigns, etc. Good idea, getting old. Find other incentives which can be used.
Hell, if you could get the RMT out of the game, you could even go with a subscription thing not unlike... EVE Online, is it, with the PLEX system?
Job/Capacity Points: Must be easier to get, somehow. That's getting to be an ultimate grind, especially with the "Gift" system which is coming December 2014 Update.
January-March 2015: Solidify Adoulin content, as that's going to be the basis for the new expansion. You're going to need as many players at 117 or better in at least a couple of viable jobs.
April-June 2015: Start introducing the new expansion. Yes, two new jobs to make 24. (IF any jobs are removed, then another will be added.)
I'd look to the other Final Fantasy games for concepts, say, like even Mascot from X-2 and create the ultimate catch-all job, which was really what Mascot was in that game.
How about an Alchemist who can Mix items?
Whatever the jobs have to be has to fit the canon of the Final Frontiers -- literally the ultimate hidden arcana/skills of the Far East and Far South (even the Far North, which we were supposed to get some of in Adoulin and did not!!!).
July-September 2015: Introduce the Academy of the Far East. (It goes full-scale in the expansion, but you get a preview, not unlike the Voidwalkers for Abyssea, six months beforehand) You want ultimate power? You have to train for it. This could be just about anything, given the job, but you could use anything from a straight Maat-style fight to increase the maximum ilevel you can use on an incremental basis.
Perhaps even some BETTER one-hours (and not ones that take two years to foul up) as part of this Academy?
October-December 2015: Start dropping more hints about the Far South and North. Even give them an idea of where things are headed: 18 months from the release, a final move is made by the ultimate enemy of the game (whether created now or especially for Final Frontiers) to cut things off. You want to play that final six months? You have to prove your worth, not only to yourself and your friends, but to the server.
Other things in 2015, though I could list forever and you won't read them anyway:
DRG: A Deus Ex Machina for the wyvern. It's almost as if BST now has Call Beast as a Deus Ex Machina vs. Bestial Loyalty. Work it out right, you not only no longer need to spend any jugs for Dynamis farming, you don't even need the pet food either!
So it's time the DRG gets on even footing.
RDM: Make it viable or delete it. Period.
Quetzalcoatl.Kenrusai
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-11-26 03:31:56
Content wise:
-All significant bosses build immunity to stun, so as a result, you'd spend stuns wisely.
-Significant reduction on the haste cap, making Haste spells weaker in light of that.
-Self Skillchains weaker, Skillchains with others stay the same, Magic burst buffed.
-Increased Enmity on Coronach/Namas Arrow so everything isn't RNG burn.
-Significant nerf to Aegis and Ochain.
-Nerf to all Refresh Spells. Make a Refresh cap in equipment.
-More instanced Endgame content that requires you to climb tiers.
To expand on this, make it a similar fashion to VNM, where the KI to traverse higher tiers isn't guaranteed, atleast for the upper-tiers. KI's are lost upon use. Or maybe something in similar fashion to Limbus. The important thing being, content has blocks.
-Bosses loot do not have guaranteed checks for equipment like the Delve bosses do. Bring back percentage drops, I'm not really sure how severe and don't really care to think that far, but, yeah.
I just fixed your endgame in 5mis.
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2014-11-26 03:34:51
Only thing I can think of is, introduce official support/QA for third party tools, the game would be so much better for everyone if SE collaborated with 3rd party tool creators than victimise them, no stupid ***like Cupper being suddenly OK but stuff like windower and most of the plugins/addons, apradar or w/e map equivalent, tools that query popular sites while you are in game.
That sort of thing.
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2014-11-26 03:36:41
Quetzalcoatl.Kenrusai said: »Content wise:
-All significant bosses build immunity to stun, so as a result, you'd spend stuns wisely.
-Significant reduction on the haste cap, making Haste spells weaker in light of that.
-Self Skillchains weaker, Skillchains with others stay the same, Magic burst buffed.
-Increased Enmity on Coronach/Namas Arrow so everything isn't RNG burn.
-Significant nerf to Aegis and Ochain.
-More instanced Endgame content that requires you to climb tiers.
To expand on this, make it a similar fashion to VNM, where the KI to traverse higher tiers isn't guaranteed, atleast for the upper-tiers. KI's are lost upon use.
-Bosses loot do not have guaranteed checks for equipment like the Delve bosses do. Bring back percentage drops, I'm not really sure how severe and don't really care to think that far, but, yeah.
I just fixed your endgame in 5mis. So kill Paladin then?
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10082
By Asura.Sechs 2014-11-26 03:38:29
No, gear swapping is annoying in general, some people don't like the concept of having 100+ pieces of situational ***. I concur that over time the list of situational gear has grown too much, it would be nice to see more and more and MORE consolidation options being released by SE, and less very situational items ("can only be used during the 7th moon when there's double fire weather between 5:00 and 6:00 and you're using a light based skillchain").
I can agree to this. In its attempt to add interesting sidegrades, the game brings it too further away with the situational stuff.
This being said, I don't want to sound like a moron but if you're playing FFXI expecting to use a single set of gear you're clearly playing the wrong game and please allow me to suggest to check the rest of what the market is currently offering. There are several really nice titles which use a "single equipment set" model. Actually FFXI is one of the few if not the only title left with this "original" and unusual model. Please let it be and let people who like this model still have the choice of playing such a game ;)
Quetzalcoatl.Kenrusai
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-11-26 03:38:31
Quetzalcoatl.Kenrusai said: »Content wise:
-All significant bosses build immunity to stun, so as a result, you'd spend stuns wisely.
-Significant reduction on the haste cap, making Haste spells weaker in light of that.
-Self Skillchains weaker, Skillchains with others stay the same, Magic burst buffed.
-Increased Enmity on Coronach/Namas Arrow so everything isn't RNG burn.
-Significant nerf to Aegis and Ochain.
-More instanced Endgame content that requires you to climb tiers.
To expand on this, make it a similar fashion to VNM, where the KI to traverse higher tiers isn't guaranteed, atleast for the upper-tiers. KI's are lost upon use.
-Bosses loot do not have guaranteed checks for equipment like the Delve bosses do. Bring back percentage drops, I'm not really sure how severe and don't really care to think that far, but, yeah.
I just fixed your endgame in 5mis. So kill Paladin then?
No, make Paladin killable.
Cerberus.Tidis
Serveur: Cerberus
Game: FFXI
Posts: 3927
By Cerberus.Tidis 2014-11-26 03:49:07
You would have to nerf more than Ochain and Aegis then, Priwen for example is comparable to Ochain providing you keep reprisal up, which is very easy to do in an event you'd bring PLD to.
Quetzalcoatl.Kenrusai
Serveur: Quetzalcoatl
Game: FFXI
Posts: 1899
By Quetzalcoatl.Kenrusai 2014-11-26 03:53:12
You would have to nerf more than Ochain and Aegis then, Priwen for example is comparable to Ochain providing you keep reprisal up, which is very easy to do in an event you'd bring PLD to.
You're not wrong, yeah. All shields would need reworking in light of a nerf to Aegis/Ochain so while they still remain top-tier, don't make PLD simply a impenetrable wall.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10082
By Asura.Sechs 2014-11-26 03:59:18
This would also carry with it a new found reason to actually Slow/Elegy/Paralyze mobs, where as now slower auto attacks and/or a paralyzed auto attack does little to really be worth while. Yep, I had that in mind when I thought that.
Quote: On the other hand, making it possible to make TP moves happen less often would make most fights difficulty drop dramatically, as TP moves are typically the only threat with mobs. To further balance that, do we load up on truck loads of insta-gib or retardedly annoying status effect inflicting moves? Neither are preferred, but that's been SE's answer to mobs being a threat for the longest time. I thought about that as well but forgot to articulate.
In FFXI for a long time the typical behavioural model of NMs has been:
1) Monster generates TP (regain, his attacks, but mostly attacks received)
2) When a certain amount of TP has been reached, the monster will use a random TP move between those available in that moment
3) Being under a certain % of HP will unlock more dangerous TP moves to be used
In a scenario where TP gained from received attack is minimal, with such a model the ability of noticeably slowing the monster ==> slows his TP gain ==> slow moves usage ==> easier content.
Just like you said.
There are two possible solutions here imho:
1) Make a strong regain the main source of TP for mobs. That way even if slowed down, they will gain TP more or less at the same rate.
2) Make individual changes, situational and mostly HPbased variables to the monster's behaviour.
I advocate solution number 2 and this is what I'd aim for if I were magically made the main designer with a lot of resources (back in-topic! :P)
It's the way things already work, partially, for some FFXI NMs, and it's generally the "standard" in every MMO.
Mobs will use specific moves in specific situations/HP% regardless of their TP value. This is more work on their side because you would have to code these things into individual "AIs" for each NM, but it doesn't seem impossible.
Furtherly stretching this concept though we could get to the conclusion that Monsters (at least NMs?) do not really need to behave like players do. They don't need to have TP and to gain it to use certain moves, they could work a different way to handle their AIs and make them use moves regardless of their TP level.
Just talking in pure concept theory of course. Realistically this is too big of a change, it could never happen.
By Nyruul 2014-11-26 04:42:49
3. Add a reversed bazaar. It would allow you to have an item you are looking for show in your bazaar and if someone is willing to sell for the price you offer, they can sell it to you while you are afk just like how it works the other way.
1: new-inventory system. the JSE locker. your JSE locker corresponds to your current main job, the only things which can be stored there are things only usable by your current main job. Items can be added/removed from the JSE locker (to allow for upgrading), but items in a JSE locker for a job you are not on are inaccessible.
^These are brilliant
If your bored enough... heres my opinions With OPs terms I would condense servers while refurbishing the game and its code over the next year. Keep some content flow while making a new version. Maybe content that will effect peoples footing into new release(I think that will give incentive to keep playing/play again before a rehash.)
Subject iLv to the fate of Prometheus.
Piss off a lot of people when they log in and realize they are lv 1. Let people carry over their RMEs(scaled) and make them unobtainable legacy versions(as well as other items like maat's cap.)
Drop PS2 support and probably 360(figured I'd mention it)
Implement some features from windower. In fact give them all jobs on the dev team if they so wish(theyd all know more of what to do than I would and some how I got put in charge o.O)
Fix all the bs like missing chat while zoning, JA/engage lock ups ect.
Improve graphics but not to the quality of 14. Keep the vibe of 11's era but a little less flat, blocky and sharp. Basically improve texture and environment quality. Completely redo some zones.
Allow Job change in town, not just MH. Turn all MHs to rent rooms. Give a housing system. Scrap mog garden and replace it with something more inspired.
Scrap a lot of things and replace them with content that is more inspired.
Then do that some more.
Make auto-running feel less like driving a commercial van with no power steering.
Make combat feel more intuitive and modern. Base delay adjustments so low lvl doesnt feel like slug fights.
A lot of changes to JAs/spells. Making low level less limited by the lack of anything on most jobs.
Make elemental weaknesses more relevant. Thunder and Stone having the same base dmg and all in between.
Try to make jobs more equal though it will never happen since players will always find the best job combination exploit and bandwagon it.
Hire GMs(i swear they dont exist anymore.)
Fix enmity.
Better customer support.
Hire scragg, stan and people per their request to make a new official site.
Add voice dialog to story.
Greatly improve skillchain and magic burst system. Implement Proc systems with it. I honestly think the proc system in XI is interesting but way too under explored.
Make low lvl more fun.
Introduce content directed to different skill levels of players. Tiers of content being well defined with items/gear/materia/etc that cant be used on lower tier content regardless if they are the same level. Main story being stretched from low to mid tier player content. Extreme content that makes most peoples brains melt, that requires a lot of organization, trial and error.
Rework linkshell system.
Add more interesting and relevant features between the starting nation's rivalries.
Get rid of HP porting. Make travel less tedious than it originally was though. Add a lot more ship like travel(minsus really long waits before and while on them.)
Redesign Quadavs.......(some other mobs too)
Introduce materia system, that is the general basis of stat improvements. Better gear swapping but instead it swaps materia(No more clown costumes!) Gear being generally aesthetic besides defense values, minor stats, and types of materia that can be used in them. I feel like gear swapping is a novelty of XI, it wouldn't be the same(to me) without it. Weapons exempt from materia.
Scrap the crafting system. Pretty much make crafting a lot like 14's. Bind after equip to support life of crafting.
If at all possible get rid of zoning for the most part and connect everything with new bridging points. Also extend zones with new sections.
Maybe keep some servers for people who for some reason want to keep playing XI as it is now.
Release a marketing trailer were at one point is a clip of a ps2 being microwaved.
(Guessing at this point I lost the few people who thought any of this was interesting.)
This probably isnt doable in a year but there is some of my "if I could improve XI though I never really could bias" that no one else will like.
Fenrir.Mariane
Serveur: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2014-11-26 04:56:48
There's /lockstyle and there's blinkmenot. Don't whine about something that can easily be fixed.
There would be NO NEED for that if the game did NOT delete the player object while it's reloading the armor data after the user re-equips. It's as if they were using part of the zoning code for making the other players machines reload the player which re-equipped the gear.
Some JPs use the re-equip stuff characteristic to cause the "/checking" player to lose target when they feel offended from a /check. That's the only reason I might think they consider keeping such a stupid behavior ingame.
Blinkmenot is third party stuff. Not everyone is willing to use that. (like me I don't use windower)
And /lockstyle depends on collaboration from the "blinking" parties. WTF you're thinking, SE ?
Band-aid fixes for everyone ?
By Pantafernando 2014-11-26 05:03:24
There's /lockstyle and there's blinkmenot. Don't whine about something that can easily be fixed.
There would be NO NEED for that if the game did NOT delete the player object while it's reloading the armor data after the user re-equips. It's as if they were using part of the zoning code for making the other players machines reload the player which re-equipped the gear.
Some JPs use the re-equip stuff characteristic to cause the "/checking" player to lose target when they feel offended from a /check. That's the only reason I might think they consider keeping such a stupid behavior ingame.
Blinkmenot is third party stuff. Not everyone is willing to use that. (like me I don't use windower)
And /lockstyle depends on collaboration from the "blinking" parties. WTF you're thinking, SE ?
Band-aid fixes for everyone ?
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
Fenrir.Mariane
Serveur: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2014-11-26 05:10:50
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
It still don't solve the issue. SE is unwilling to change stuff on the game engine. I dunno if they're worried about breaking it and being unable to fix but I doubt they could not run experiments with that on their "laboratory" (Atomos and the game development kit build). They just don't want to rework the core of the game no matter what. That sucks and that's why most of the good suggestions on this thread have absolutely zero chances of being even considered.
By Nyruul 2014-11-26 05:11:02
There's /lockstyle and there's blinkmenot. Don't whine about something that can easily be fixed.
There would be NO NEED for that if the game did NOT delete the player object while it's reloading the armor data after the user re-equips. It's as if they were using part of the zoning code for making the other players machines reload the player which re-equipped the gear.
Some JPs use the re-equip stuff characteristic to cause the "/checking" player to lose target when they feel offended from a /check. That's the only reason I might think they consider keeping such a stupid behavior ingame.
Blinkmenot is third party stuff. Not everyone is willing to use that. (like me I don't use windower)
And /lockstyle depends on collaboration from the "blinking" parties. WTF you're thinking, SE ?
Band-aid fixes for everyone ?
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
If I know you well enough, you just do that to see all the mithra in the skimpy RSE. ;P
By Pantafernando 2014-11-26 05:13:39
There's /lockstyle and there's blinkmenot. Don't whine about something that can easily be fixed.
There would be NO NEED for that if the game did NOT delete the player object while it's reloading the armor data after the user re-equips. It's as if they were using part of the zoning code for making the other players machines reload the player which re-equipped the gear.
Some JPs use the re-equip stuff characteristic to cause the "/checking" player to lose target when they feel offended from a /check. That's the only reason I might think they consider keeping such a stupid behavior ingame.
Blinkmenot is third party stuff. Not everyone is willing to use that. (like me I don't use windower)
And /lockstyle depends on collaboration from the "blinking" parties. WTF you're thinking, SE ?
Band-aid fixes for everyone ?
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
If I know you well enough, you just do that to see all the mithra in the skimpy RSE. ;P
Thats a side bonus.
A good one.
Asura.Sechs
Serveur: Asura
Game: FFXI
Posts: 10082
By Asura.Sechs 2014-11-26 06:05:55
I have no words to express how cool a JSE Wardrobe would be!
In an ideal world when you zone into MH it would load in memory all the possible JSE wardrobes for all your jobs, then swap to the right one once you pick a job and once you're out of MH, once zoning, only that specific one would be loaded.
Would solve all of my inventory woes for like... forever.
Realistically I'm not sure it's possible to implement. It could be possible if Mogs only existed in Mog Houses/Garden, but they also exist in open towns (Tavnazia, Rabao, Norg, Selbina, Mhaura, Khazam etc) and we know that Mogs are present in the game's memory even inside all towns, they just aren't normally accessible.
I'm sure we all ran into the "mog appearing out of mog house" bug in Lower Jeuno at least once. Yesterday it happened to me in Adoulin, right outside of the Courier's Coalition. I could access my moogle there, swap jobs etc. Then it disappeared after a few seconds.
This means that they would have to apply this "load all" technology to ALL TOWNS at least, if not even more. As far as we know there might be an unaccessible moogle present in memory even in open areas.
Regardless from these implications which I cannot judge, if this could be possible it would really be an incredibly awesome change, I have no words to express how much I'd love it.
Bahamut.Scizor
Serveur: Bahamut
Game: FFXI
Posts: 403
By Bahamut.Scizor 2014-11-26 06:11:27
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
It still don't solve the issue. SE is unwilling to change stuff on the game engine. I dunno if they're worried about breaking it and being unable to fix but I doubt they could not run experiments with that on their "laboratory" (Atomos and the game development kit build). They just don't want to rework the core of the game no matter what. That sucks and that's why most of the good suggestions on this thread have absolutely zero chances of being even considered.
The cost to "rework the core" would be immense, and time consuming.
By Nyruul 2014-11-26 06:15:20
The cost to "rework the core" would be immense, and time consuming.
To the point where they mine as well just make a new game. Would be nice if FFXI-2 happened but never will. Too risky.
Fenrir.Mariane
Serveur: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2014-11-26 06:27:40
The cost to "rework the core" would be immense, and time consuming.
lol they remade FFX and FFX-2. And these two use the *same* 3D engine as FFXI (the "dancer" engine crap they developed for the PS2)
Yet look them on the PS3 now. FFXIII is on Steam, too. Because the "white" engine was natively developed on the PC all they had to wait was the exclusivity contracts expire to make the Windows PC release.
Game specific behavior has nothing to do with the graphics engine. More to do with the game logic. And they don't seem to be willing to mess with that.
Serveur: Excalibur
Game: FFXIV
Posts: 751
By Creaucent Alazrin 2014-11-26 06:50:00
Make everyone have one, just ONE lvl 100 job per character and give it a new merit category and specific gear for that level.
Get back to WoW and stay there.
[+]
Cerberus.Anjisnu
Serveur: Cerberus
Game: FFXI
Posts: 2803
By Cerberus.Anjisnu 2014-11-26 07:01:54
Run off all the whiners
Serveur: Excalibur
Game: FFXIV
Posts: 751
By Creaucent Alazrin 2014-11-26 08:01:39
Quetzalcoatl.Kenrusai said: »You would have to nerf more than Ochain and Aegis then, Priwen for example is comparable to Ochain providing you keep reprisal up, which is very easy to do in an event you'd bring PLD to.
You're not wrong, yeah. All shields would need reworking in light of a nerf to Aegis/Ochain so while they still remain top-tier, don't make PLD simply a impenetrable wall.
So what you are saying Is we kill off pld and everyone starts to bring a nin tank or DDS go /nin? A pld is supposed to be an impenetrable wall that is what a tank is. Nin blocks all single tank AoEs so are shadows going to be nerfed to 1 per spell or make it on a JA with a 40 sec timer so FC and haste doesn't make it so you can get them back up once they drop off. If you nerf Aegis and Ochain a lot of other things need nerfing too.
Tsumaru
Dharp
GHorn
most if not all RME
MNKs
Shadows
jobs with JA haste and equipment that enhances it.
Whm empyrean legs and those other legs from puppet in peril
Thats just a short list and im so glad that people like you don't make MMOs.
Serveur: Excalibur
Game: FFXIV
Posts: 751
By Creaucent Alazrin 2014-11-26 08:11:32
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
It still don't solve the issue. SE is unwilling to change stuff on the game engine. I dunno if they're worried about breaking it and being unable to fix but I doubt they could not run experiments with that on their "laboratory" (Atomos and the game development kit build). They just don't want to rework the core of the game no matter what. That sucks and that's why most of the good suggestions on this thread have absolutely zero chances of being even considered.
The team working on FFXI isn't big enough to do such a thing this is why we are getting rehashed stuff going go till they finally finish the bigger things they have planned. This is also why things get pushed back to a later date Cait Sith is a good example would only have taken one person to do it they just couldn't spare that one person from other things. You lot seem to be thinking the dev team is the same size as what it used to be.... its not its a lot smaller and there probably isn't that many left, if any, of the original dev team.
By FaeQueenCory 2014-11-26 08:25:12
The colaboratinh from blinking party, if you mean the others blinking, i also dont have that problem, i use show armor static.
I aggre my life is pretty sad, seeing everyone as new player, i even dont have a clue what the others are wearing aside the weapon, but it makes playing a lot better.
/lockstyle on and static armor, its not an optimal solution, but hey! Its a working solution.
It still don't solve the issue. SE is unwilling to change stuff on the game engine. I dunno if they're worried about breaking it and being unable to fix but I doubt they could not run experiments with that on their "laboratory" (Atomos and the game development kit build). They just don't want to rework the core of the game no matter what. That sucks and that's why most of the good suggestions on this thread have absolutely zero chances of being even considered. You sound like you don't use <stal> in your macros.
Because you sound exactly like this WHM a friend picked up for his PUG of a SKCNM.... Spent the whole fight bitching at the BRD to use lockstyle cause they couldn't cure him.
I said to use <stal> instead of <stpc> and they gave me some *** about how that won't change anything.
"***, I'm an endgame WHM, you in your full eminent gear thinking that that's ok." Is what I wanted to say... But I didn't since the dumb ho ragequit cause she didn't know about how to play the game.
So I have to ask, are you using <stal>?
Fenrir.Mariane
Serveur: Fenrir
Game: FFXI
Posts: 1766
By Fenrir.Mariane 2014-11-26 08:31:15
So I have to ask, are you using <stal>?
No, because I play with a game pad, like the game was originally designed to be played... lol But really I don't have much trouble with that because I usually keep the monster targeted instead. And I only "navigate" to the curing target after the spell is selected (that's pretty much what <stal> does for people playing on a keyboard, no ?).
Forum Moderator
Serveur: Excalibur
Game: FFXIV
Posts: 25993
By Anna Ruthven 2014-11-26 08:32:26
Dunno if this was said but..
-Discontinue PS2 support globally
-Hire a guy to redesign some recolored armor, and design new armor in the future
-Remove iLv and implement up to job level 125
-Adjust current iLv gear to to a higher job level
-Readjust the damage mods of Atonement from being based upon enmity to being based upon VIT and MND, give it the added effect of "Provoke" (Always annoyed me)
-R/M/E fairness, DNC would get Mandau, RUN would get Ragnarok and Cladbolg, etc. the two Ergon weapons would be rebranded as Mythics and acquired the same way.
-Lv. 52-60 AF for RUN and GEO. (why not?)
-Extend old content into new content; new Dynamis zones, new VW paths, new tiers of Salvage, new HNMs, etc.
-Job adjustments; one example is allowing RUN to use chain mail armor. (I'm sure RUN has been adjusted since I played it, but when I did there wasn't really anything for it to tank; it was a RDM-school drop-out, using a greatsword, wearing THF gear.)
-With the discontinuance of PS2 support, start upgrading graphics.
-Explore the possibility of Xbone support and discontinuing Xbox 360 support. Movin' on up.
EDIT:
-HNMs would be returned to a timer spawn, no more item pop BS.
/shrug
By Afania 2014-11-26 08:46:27
Let BLU turn into soulflayers in their mog house :)
By moogle magic you suddenly become the one in charge of pushing for content/story/mechanics to be created. Disregarding budgets, employee personal health and the mass playerbase who nitpicks every thing give an outline of a 12 month+ plan of what you want to accomplish and anything you want to deliver after. (so basically if the company had a large enough budget, what would you do)
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