We need to figure out how to get this list on the forums. There is not a thread to put it in... Let me know your ideas!
A list of problems that the FFXIV players request to be addressed:
Behests:
-Mobs that are not actively claimed do not give SP/EXP
*When players are attempting to coordinate, it is not uncommon for a few of the players to mistakenly attack mobs that are unclaimed to the group. Causing SP/EXP loss for everyone.
Levequests:
-During certain stages of levequests the minimap and main map fail to indicate the location of the targets
*Players are noticing a lack of target indicators on the map during some leves. This happens most often with necro leves when the final boss' spawn.
-Failure of levequests occurs upon disconnection from the game
*Players occasionally experience periods of intermittent connection to the FFXIV servers, if a player has started a levequest and is disconnected from the server, the levequest is instantly failed and all rewards of the levequest are forfeited.
-Disconnecting during the last synthesis material of a local levequest prevents completion of the levequest
*If you DC while crafting a local levequest item and are on the last item from the available materials (and this item would be the determination if you fail the levequest), the levequest will not fail when you return to he game. It will stay in your log with one item missing until you gather 8 new local levequests and replace it.
Monsters:
-Aggressive monsters may begin attacking players before the client loads them
*As a player approaches a new zone, the client does not begin loading enemies in the new zone until after the player crosses the zone line. Causing players to take damage from enemies without warning resulting in worst case death before the player's client is aware of the monster.
-Aggressive monsters may begin attacking players immediately as they respawn after death
*As a player moves around the battlefield seeking out new foes to challenge, it is not uncommon for the player to unknowingly enter the territory of a fallen adversary. Causing the untimely demise of the player as the monster respawns and immediately begins assailing the adventurer.
-Balance between the gathering classes and the loot from monsters
*Players wishing to advance their characters to the level cap tend to defeat monsters for long periods of time. Some monsters drop a high ratio of items that are available from disciples of the land classes. The markets are flooded with raw materials that should be coming from the disciples of the land causing a deflated importance for these classes to perform their basic functions because monsters drop the materials to classes at a better rate than the disciples of land can obtain.
Client:
-Abilities mapped to the action bar do not indicate status correctly
*During the course of battle, action abilities incorrectly display they are available for use. Causing players who to attempt use these abilities erratic stamina bar and ability behavior.
-Stamina does not deplete according to the abilities used
*When performing the first ability on an enemy, it is not uncommon for players to lose all of their stamina. This occurs when the first ability is started while in range but finishes when the mob is out of range. Causing players to begin refilling the stamina bar from nothing before attacking.
-Trading items between players is limited to four slots
*It is not uncommon for players to solicit items from each other. In the instance that one player is requesting another player to craft an item, the players must traverse the trading menu twice just to trade the materials, and a third time to collect the crafted item after completion of the synthesis.
-Partied players are locked from basic functionality while fighting
*While actively engaged in battle players cannot manually invite extra players, kick unwanted players, or teleport to or from battle via aetherite. While some problems can be circumvented by setting up an automatic party invitation the players joining the party cannot be guaranteed to be the players intended. This problem commonly arises during Behests/Levequests when players attempt to create one large group.
-Penalties for partied players are calculated even while party members are not receiving SP/EXP from battle
*It is not uncommon for a party to have an additional member in town or at another aetherite. However, SP/EXP is still calculated as if they were present causing decreased SP/EXP gains without the bonus of another player assisting with the kill.
-The client crashes when set up for full screen mode and loses active focus
*Players seeking the full visual immersion that FFXIV offers often find their client crashing for petty reasons such as an anti-virus scan, notification window popping up, and alt tabbing. This causes the players to not be able to enjoy the beautiful environments as they have to log in upon each crash.
-The server does not release an actively logged in character when the client of that character crashes
*Unfortunately, it is not uncommon for the FFXIV game client to crash. However, the server keeps the character logged in for extended periods of time after the crash preventing the character from logging on. Causing the player to be frustrated that they cannot return to the battlefield and assist their fellow adventures.
-Checking the linkshell list may cause the game to lock up with an error message
*As players move towards more group oriented activity it is not uncommon for them to check the linkshell list more often to see which players are online. Unfortunately under certain conditions the client will display an error message and lock the player out of the game until they manually end the ffxivgame.exe task from the windows task manager.
-Equiping and unequiping abilities or traits using the macro system may not perform as expected
*Players attempting to optimize their macros for job changes are finding that actions such as Pierce cannot be equiped and that traits cannot be unequiped causing players to manually make these adjustments rather than rely on the macro system.
Battle Regimen
-Battle Regimens may never activate regardless of the queued abilities
*As players begin to practice Battle Regimens during their encounters with the monstrosities of Eorzia, it appears that Battle Regimens will not activate if too many people are near the battle causing what appears to be indefinite lag for the activation of the Regimen. Players must disengage the enemy before having the ability to continue the battle
Fishing
-After the initial bite from the unwary fish the jig action may always result in the loss of the fish
*While refreshing one's mind by the stream after a long afternoon of fullfilling levequest duties, it is not uncommon for adventurers to seek a basket of fresh or saltwater fare. Unfortunatly, some adventurers are encounting difficulties pulling in these fish because of the time sensitive nature of the jig action resulting in adventurers tossing down their poles in frustration.
Death and Returning:
-Upon death and returning to an aetherite:
- you may instantly revive on the spot without selecting return
- your movement speed may be reduced once returned
- the player may be revived but not returned after selecting return
- a player who revives and immediately runs to cross a zone line will not be returned
- abilities used prior to dieing often are seen to have their cool down periods doubled as if they had been used while weakened
*It is not uncommon for unwary adventurers to fall prey to stronger adversaries. Returning to the last attuned aetherite is commonly used to recover from such an encounter. Occasionally, players who are cured as they take their finishing blow are revived instantly by the cure. Other times, players who remain unconscious and select return face a reduced movement speed until they change active/passive modes or swap equipment. Lastly it can be seen in the rare adventurer that selecting return revives them on the spot without returning the adventurer to a place of safety. This last occurrence can be exploited if the character is near a zone line to always prevent the returning. Players who have used abilities such as Exaltation prior to death often ponder how their cool down timers reflect twice the cool down period even though the ability was not used after death when facing the doubled cool down penalty for abilities