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  1. #1
    Ridill
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    Cross-post Suggestions Thread for Official FFXIV Forums

    As requested, making this thread for cross posts from the official FFXIV forums. Basically this thread will be used as a peer review for individual ideas as well as a place to collectively work on suggested ideas.

    If you make your own proposal/suggestion and post in in the official forums, go ahead and cross-post it and the link here. It'll give us a chance to comment/critique/support your ideas on the actual, official forums themselves (where feedback will be most important) and also help to prevent them from fading into obscurity.

    Or, if you have an idea that you'd like to work on as a team before posting in the official forums, discuss it here in the hopes that somebody likes it and would like to help develop it.



    I'll keep the OP updated as people propose/post new things. I also really recommend that you guys provide a short description next to your ideas, which i'll stick right next to your link. For example, "this is my proposal to adjust the battle system by implementing ABC in order to have XYZ result." etc. etc.




    Class Specialization Trees by Kurokikaze: Taking classic Final Fantasy classes and using them as specialization or advanced classes that stem from the disciplines/classes that are currently available.

    FFXIV Request: Mog Houses/Private Residences v2.0 by Psion FFXIV Request: Mog Houses/Private Residences: Bringing back the old mog house, but now an actual house instead of a cramped room, more customizable, upgradable, and with a yard to decorate to boot!

    Adjusting Results on High Quality Synths by Sephiroth: Creating proper incentives by improving overall stats on HQ synths.

    Crafting enhancement feature by Hyan: With the addition of equipment rewards from loot and quests, new crafting concepts are needed to keep crafters important to the game. Enhancing existing equipment could be one of those concepts.

    Balancing the skill point rewards of the Guildleve System by Solracht : Adjustment of incentives to encourage proper completion and more diverse use of Guildleves.

  2. #2
    Ridill
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    [dev1034] Introduction of public companies

    [dev1033] Changes to class names

    [dev1032] Changes to actions for Disciplines of War & Magic classes

    [dev1031] Design and release of notorious monsters

    [dev1030] Enemy distribution adjustments

    [dev1029] Environment collision detection

    [dev1028] Addition of beast tribes

    [dev1027] Balancing of enemy attributes

    Kaeko:
    This was the best tag I could find to fit this. One of the biggest balance issues in the game is currently the over-importance of level difference (dLVL) on all aspects of combat formulae. This is most apparent when fighting a mob much higher level than you and getting 1 shot for 3000+ damage; or likewise, being level 50 and fighting a lvl1 rat.

    In XI, level difference affect formulas, but not nearly to the extent they do in XIV currently. The biggest issue with this is that the dLVL component of the formulas are so important that they make all other components like stats almost irrelevant. In order to balance stats, you must first balance the dLVL component of the formula, or stats will never matter.

    Because of this, the current best attacks for high level mobs, especially NMs, are moves that IGNORE the level difference component. The best example is Shadowsear, which has static damage. DoTs also would count as they do the same damage regardless of level. Others include Punishing Barbs and Bloodletter. In case you haven't seen the trend, a lot (or most) of these moves are THM moves. This is why THM is the strongest damage dealer on hard mobs - they have the most moves ignoring the level difference in the formula.

    [dev1026] Changes to claiming/engaging enemies

    [dev1025] Changes to enemy group dynamics

    [dev1024] Revision of crowd control actions

    [dev1023] Changes to enmity calculations

    Kaeko:
    (1) In Leves that require popping mobs from "lights", you'll notice that the mob always initially go for the person who started the Leve. Is this a feature or an unintended consequence of the programming?

    (2) In XI, there was something I called the "fringe distance", which is the maximum range from a mob at which actions have enmity consequences. In XI this maximum distance was 25 yalms (using windower). In XIV, there is no "fringe distance". You can have a party member half way across camp use a high enmity action such as Raging Strike and the mob will fly across the zone. While an annoyance right now, this can be abusable in the future. It also generally doesn't make sense.

    (3) Continuing with the idea in (2), there is no initial action needed to place a party member on the hate list. All members in the party are automatically placed on the hate list. In leves, all members of the leve are on this list regardless of party status. This could be a feature and not a bug though. I can see the merits in either system.

    (4) The big question is how is enmity/hate calculated in XIV. I have some ideas on how this works with limited testing, but am not confident enough to go out on a limb and post them at this point. I will say that some values are out of proportion. We all know that SELF BUFFS give insane hate. Raging Strike, Hawk's Eye, Ferocity, Profundity, etc. The best way to tank right now is to simply spam these self buffs. In this regard, ANY JOB can tank because these are all cross class. This goes along with the lack of class uniqueness theme.

    [dev1022] Auto-attack system

    [dev1021] Revisions to party-based skill point acquisition in parties / Battle...

    [dev1020] Party system changes

    [dev1019] Examination of an auction house system

    [dev1018] Improvement of market area connectivity and stability

    [dev1017] Introduction of new synthesis concepts

    Kaylia:
    Repair NPCs and repair kit

    Right now, the only reasonable methods to repairs your equipments is to level most crafts yourself (which isn't very reasonable!), or find someone who is willing to spend some of his time to help you out. This can be accomplished by setting up a retainers, using your own bazaar in a crowded area, or looking for a friend with the appropriate craft leveled...Sadly, the processes are very laborious no matter what. It always involves multiple menus, pointless waiting, and often prevent you from using your own equipment for a while. While it's an important duty for an adventurer to take caresof his belongings, it should never distract him too long from his main purpose...exploring Eorzea's wilderness.

    In most MMO, the task of repairing your equipments is given to a NPC who can, at the cost of one click and a few shinies, solves all your issues. This system has proven itself to be very convenient, but it makes crafters obsoletes....So here is a simple alternative that would combine both the convenience of "repair npc", and allow crafters to make a difference.

    Using the current "repair material" (ie: brass nugget, Buffalo Leather Spetch) mixed with other materials, a crafter would have access to a new tier of crafted items: the repair kits. These repair kits (ie: Lv20-30 Lance Repair Kit, Lv50 Robe Repair kit) would be delivered to repair NPCs located at strategic locations around the world who will, for a certain price, repair all your gears...as long they have the supplies for it.

    Of course, the crafters would also be rewarded for their work. The less supplies a npc has, the bigger the reward is. Inversely, if there is an abundance of repair kits, the reward might not be so great.

    Ultimately, the goal of this system is to encourage the economy, while giving players an efficient way to repair their gears on demand. Also, because there is NPCs acting as an interface between the adventurer and the crafter, it will be very easy to control the money flow in the game, and prevent most abuses.


    Pro
    -No more "repair bot" abuse.
    -Easier to control money input/output
    -Simple and efficient for Disciples of War
    -Grant Disciples of Hand access to a new type of "leves" (or repeatable side-quest) that is probably more conveniant than hunting "repair flag"

    con
    -You lose some player-player interaction by limiting the repair between players (crafter could still repair their own gears using the repair kit)

    [dev1016] Synthesis interface improvements

    [dev1015] Revision of battle loot and quest rewards

    [dev1014] Reexamination of class-based requirements for gear

    [dev1013] Reassessment of the gear affinities

    [dev1012] Higher visibility of the optimal rank of items

    [dev1011] Balancing of guildleve rewards

    [dev1010] Improvements to guildleve-related information

    [dev1009] Changes to notification windows

    [dev1008] Character jump feature

    [dev1007] Improvements to journal usability

    [dev1006] Improvement of dialog windows(ex. market area selection)

    [dev1005] Improvements to the log

    [dev1004] Quest-related system changes

    [dev1003] Public company quests

    [dev1002] Storylines and world quests

    [dev1001] Quests revolving around the danger facing Eorzea

    [dev1000] Tutorials for new players

  3. #3
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    Note to posters:

    - This thread is strictly for, constructive criticism ("It works or doesn't work in XI, WoW, insert other MMO here" is not constructive criticism nor does it help the process.), concepts and suggestions that we can all agree would be in the best interest of the game. This is where we as the "end-game" community will cross-reference our ideas, evaluate and evolve on them before presenting them to the official forums.

    This thread will be moderated like a thread in Advanced would be back in the days.

    There will be absolutely NO flame-baiting, trolling or white knighting tolerated. I'm keeping an eye on certain posters...

    - I've edited the 2nd post in the OP to include every section we are discussing (dev tags), the actual proposal, and the user's name. If you wish to reply to something that they have suggested please do it like this (for this thread only of course)

    [devtag - Poster you're replying to]
    blah blah blah blah here.

    Repeat if replying to different posters in the same post. This way it'll be easier to manage the 5+ conversations that are going to be happening here.


    Kisada I leave it in your capable hands to gather together people's threads in the OP I can take care of the 2nd post.

  4. #4
    Falcom is better than SE. Change my mind.
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    Like I said in the other thread. Your idea is good Kuro, however I think it to advance you need ~2-3 jobs to get the advanced class. Here's a quick mock up I did on the official:

    Speaking of FFT style unloocks, maybe you should have other classes ranked up. For example:

    Paladin/Dark Knight
    R30 Gladiator
    R10 Conjurer
    R10 Thaumaturge

    Warrior
    R30 Marauder
    R10 Gladiator

    Dragoon
    R30 Lancer
    R10 Gladiator

    White/Black Mage
    R30 Conjurer
    R15 Thaumature

    Samurai
    R30 Lancer
    R10 Lancer

    Think you get what I"m going at.
    Kuro also stated that min. rank should be 20, which would be a good idea. I'm mostly just toying at the idea of combing elements from certain classes into one to make that job into the advanced basically.

  5. #5
    F5 Like A Boss.
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    My reply to that was:

    Either way works. Then I started thinking of the lore/story that could be mixed in with these Tactic unlocks.

    Gladiator's storyline could be about how they found a way to infuse the Dark Arts of Thaumaturge into a sword for Dark Knight.

    This way theres actually a reason to have the pre-reqs instead of them being an arbitrary roadblock.
    I can see it working with the initial idea well.

  6. #6
    Falcom is better than SE. Change my mind.
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    True, your idea is more simplified. Like I said it's just a mix-and-match type of thing. Either way you got a lot of support on your idea so it wouldn't surprise me if they used it for the foundation of advanced classes.

  7. #7
    Ridill
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    Quote Originally Posted by Kurokikaze View Post
    Kisada I leave it in your capable hands to gather together people's threads in the OP.
    sure thing. btw let me know if you have a short, in your own words, description you'd like me to add to your link. i'd rather it be the original authors of the ideas than me who are outlining the contents of their posts.

  8. #8
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    Yeah, put "WoW in my FFXIV". j/k

    "Taking classic Final Fantasy classes and using them as specialization or advanced classes that stem from the disciplines/classes that are currently available."

    ...er I could just do it. lol

    Edit: Let's pick a dev tagged thread and see what we can come up with for them. I'd like for us to come up with ideas mainly for the harder points like stats, battle regimens, combat etc mostly because I don't trust the boards.

    These are the choices:

    [dev1034] Introduction of public companies
    [dev1033] Changes to class names
    [dev1032] Changes to actions for Disciplines of War & Magic classes
    [dev1031] Design and release of notorious monsters
    [dev1030] Enemy distribution adjustments
    [dev1029] Environment collision detection
    [dev1028] Addition of beast tribes
    [dev1027] Balancing of enemy attributes
    [dev1026] Changes to claiming/engaging enemies
    [dev1025] Changes to enemy group dynamics
    [dev1024] Revision of crowd control actions
    [dev1023] Changes to enmity calculations
    [dev1022] Auto-attack system
    [dev1021] Revisions to party-based skill point acquisition in parties / Battle...
    [dev1020] Party system changes
    [dev1019] Examination of an auction house system
    [dev1018] Improvement of market area connectivity and stability
    [dev1017] Introduction of new synthesis concepts
    [dev1016] Synthesis interface improvements
    [dev1015] Revision of battle loot and quest rewards
    [dev1014] Reexamination of class-based requirements for gear
    [dev1013] Reassessment of the gear affinities
    [dev1012] Higher visibility of the optimal rank of items
    [dev1011] Balancing of guildleve rewards
    [dev1010] Improvements to guildleve-related information
    [dev1009] Changes to notification windows
    [dev1008] Character jump feature
    [dev1007] Improvements to journal usability
    [dev1006] Improvement of dialog windows(ex. market area selection)
    [dev1005] Improvements to the log
    [dev1004] Quest-related system changes
    [dev1003] Public company quests
    [dev1002] Storylines and world quests
    [dev1001] Quests revolving around the danger facing Eorzea
    [dev1000] Tutorials for new players

  9. #9
    Ridill
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    yeah, you know? i was kinda actually thinking it'd be cool to come up with a singular idea that we could all work on as a team.


    is there no dev thread for battle system or at least battle UI improvements?

  10. #10
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    Yeah thats what I thought the thread was for when you initially stated it. I want these forums to be the voice for change in FFXIV. I don't think we can rely on the masses at ZAM and Core..

    Those were the only threads that I saw listed in the stickies.

    Oops typos. I'm tireeeed. lol

  11. #11
    Ridill
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    heh either way, same goal right?

    work on idea individually and get a peer review if you'd like, or work on it as a team and present it when finished: this should be the perfect spot for it all to begin. if we want to fix the game, we really do need to be doing a lot of both, ya?

  12. #12
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    I agree. Yes, thats whats going to get this game going again. Of course, I say this under the assumption that Yoshi-P isn't listening to the community in the way that Tanaka was; as in not at all.

  13. #13
    Yoshi P
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    so you want us to post our ideas here so you can edit them into one post or somewhere else?

  14. #14
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    Come up with something and post it here so that we can debate it, go over pros cons, how to implement, etc and make any modifications here before you submit it onto the official forums. I've realized that debating with most of those people is like talking to the wall (one dude suggested XP loss on death cause it helps people learn their job like in XI and is agreeing to anything XI) so its best that we go over everything on here first.

    Once you put the suggestion up on the FFXIV forums we'll all +1 it and give good feedback. When its posted on there you're the frontman for that idea so you have to explain to others how/why you think it'll work.

    This thread is basically a collective wrap up of ideas of the entire FFXIV section of these forums. Minus the trolling/white knighting.

  15. #15
    Kaeko
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    First off, love how the thread on official forums is going. I hope SE really takes a look at it. I especially like the graphics and charts.

    My biggest concern at this point isn't actually class implementation but combat mechanics and imbalances within the formulas that govern the game. Here are a couple of topics which maybe someone can build upon. I'll start with Enmity:

    ***************

    [dev1023] Changes to enmity calculations

    (1) In Leves that require popping mobs from "lights", you'll notice that the mob always initially go for the person who started the Leve. Is this a feature or an unintended consequence of the programming?

    (2) In XI, there was something I called the "fringe distance", which is the maximum range from a mob at which actions have enmity consequences. In XI this maximum distance was 25 yalms (using windower). In XIV, there is no "fringe distance". You can have a party member half way across camp use a high enmity action such as Raging Strike and the mob will fly across the zone. While an annoyance right now, this can be abusable in the future. It also generally doesn't make sense.

    (3) Continuing with the idea in (2), there is no initial action needed to place a party member on the hate list. All members in the party are automatically placed on the hate list. In leves, all members of the leve are on this list regardless of party status. This could be a feature and not a bug though. I can see the merits in either system.

    (4) The big question is how is enmity/hate calculated in XIV. I have some ideas on how this works with limited testing, but am not confident enough to go out on a limb and post them at this point. I will say that some values are out of proportion. We all know that SELF BUFFS give insane hate. Raging Strike, Hawk's Eye, Ferocity, Profundity, etc. The best way to tank right now is to simply spam these self buffs. In this regard, ANY JOB can tank because these are all cross class. This goes along with the lack of class uniqueness theme.


    ***************

    [dev1027] Balancing of enemy attributes

    This was the best tag I could find to fit this. One of the biggest balance issues in the game is currently the over-importance of level difference (dLVL) on all aspects of combat formulae. This is most apparent when fighting a mob much higher level than you and getting 1 shot for 3000+ damage; or likewise, being level 50 and fighting a lvl1 rat.

    In XI, level difference affect formulas, but not nearly to the extent they do in XIV currently. The biggest issue with this is that the dLVL component of the formulas are so important that they make all other components like stats almost irrelevant. In order to balance stats, you must first balance the dLVL component of the formula, or stats will never matter.

    Because of this, the current best attacks for high level mobs, especially NMs, are moves that IGNORE the level difference component. The best example is Shadowsear, which has static damage. DoTs also would count as they do the same damage regardless of level. Others include Punishing Barbs and Bloodletter. In case you haven't seen the trend, a lot (or most) of these moves are THM moves. This is why THM is the strongest damage dealer on hard mobs - they have the most moves ignoring the level difference in the formula.

  16. #16
    New Odin
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    About dem specializations:

    After completion of the initial spec quest you now start earning talent points for each Rank after 30. These points will be used to further your Gladiator into the specs. If you want to deal damage then you can points into Dark Knight and if you want to tank you can do Paladin quest (these are non-repeatable quests btw) and put points into that.
    Can you explain what's the difference between current action points or w/e and these talent points?

    Also, why not keep the current system of gaining abilities, spells and higher tiers alongside getting higher rank? I'm not sure if what you're suggesting goes against that, just throwing it out here. There is no need for a "tree".

    Lastly

    I'm sure there are players out there that would love to be a damage dealer on their CON/THMs but seem to fall into the pits of healing since their nukes/dots are very inefficient. PUG/MRDs have a few abilities that seem to imply that it should be the one taking damage but its not often that you find one tanking.
    This is more a problem with the content and game mechanics as the whole, not really anything specific to armoury system or something it could fix. IMO anyway. Force people to spec into tanking/healing/buffing/nuking/dding through content that requires them to do so, and they will.

  17. #17

    Sweaty Dick Punching Enthusiast

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    Quote Originally Posted by Kaeko View Post
    This is why THM is the strongest damage dealer on hard mobs - they have the most moves ignoring the level difference in the formula.
    As good as DoTs are(even with horridly unreliable accuracy), nothing comes close to touching 2K Quick Nocks every regimen rotation. Everything else is rendered obsolete.

  18. #18
    Chram
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    Well, I had already posted mine, so I guess it's a little late for a preposting critique, but if you guys want to comment on it here or there that's fine by me! It already seems to be hanging on already, so I suppose it's not a horrible idea so far.

    FFXIV Request: Mog Houses/Private Residences: Bringing back the old mog house, but now an actual house instead of a cramped room, more customizable, upgradable, and with a yard to decorate to boot!

    http://forum.square-enix.com/ffxiv/t...ate-residences

    and for the original post:

    Spoiler: show
    Greetings on the new forum!

    This is a thread requesting the development of mog houses, in the spirit of FFXI. One thing I and many others loved, was to customize our mog house (well, mog room... more on that in a moment.) any way I saw fit, and I wound up spending millions of gil on rarities such as a marble bed that took me two and a half weeks farming a gigas with a .01% marble slab drop rate to obtain, and a gorgeous winged plaque that cost me a pretty penny in materials. Even though I rarely got to show it off except once in a while after dynamis meets in Bastok, I enjoyed having a resplendent palace of a room to relax and talk to linkshell members in.

    Someone else has already written a thread on this on Zam's feedback forum, as seen here: http://ffxiv.zam.com/forum.html?foru...6283820&page=1

    But I felt I should rewrite the basic idea of the thread on this forum for clarity's sake. Basically, mog room is so 2003. Our technology is bigger, stronger, better, and why stop at a single box of a room... when we can have a glorious mansion and garden? Granted, such a thing will cost more than a pretty penny and a lot of effort to have, but that's OK, because for those who decide to fully upgrade their houses, the journey is half the fun!

    Here is the basic concept: We start out with a simple plot of land, and can hire a caretaker, similar to our old mog buddy, to help manage our home. My personal idea is that the type of retainer would be based on the area of residence: moogle for Gridania, qiqirn for Limsa Lominsa, and mammet for Ul'dah. Naturally, it would be best if we can change our area of residence, similar to FFXI.

    But what are we to do with a plot of land? Why, build upon it of course! Through use of lots of materials, one can build a staggering variety of options for rooms and homes, but at a cost. For example, every house requires a foundation to build on, and the first foundation option would be cheap, but unable to support the weight of some grander houses, and look a bit grungy to boot. To build such a foundation, you would have to give your caretaker the appropriate materials required to build a foundation, perhaps in this case made of simple slate or whatever material is appropriate, and a good amount of it, as foundations are fairly large! You would also need to pay an amount of gil to pay for the services of the craftsmen hired to build said foundation. Once built, the foundation can be placed where you want it, and similar to mog furnishings and the like in FFXI, you can rearrange it afterward if you don't like how it was placed.

    Once the foundation is build, you need walls, a roof, and perhaps windows and a door, and the beginning options are quite naturally rickety and cheap. Perhaps maple lumber or other cheap wood used to build the house would be used, along with the gil for services, and the ability to place them. It would be even better if you can adjust the size of the walls and direction, letting you create indoor rooms as you see fit, but I'll leave how possible or impossible things can be to the development team. Perhaps wall "sections" could be used though, as ways to create rooms through indoor separators.

    Of course, after the house comes furnishings! Unlike the house, decorative furnishings can be crafted and bought from other players, like with FFXI, which means you can start off with a ramshackle home but still place a bed fit for a king inside if you see it fit right away.

    But along with the decorative furnishings comes utilities, things such as a forge for blacksmith work, that can provide guild support for free, though the first forge option would be a bit... questionable and only provide common support. like the basic structure of the home though, the more you upgrade it, the more varied and useful later options become. Your first option might only be a ramshackle forge for instance, but after obtaining that, you might have a couple different options of forge for the next upgrade that provide a better support with different appearances, and after upgrading that even more options and looks. In the end you might wind up with a forge that grants master support or better yet, a step higher, though at a fair cost!

    Having a yard is no fun if you can't do anything with it, however. Through a similar system you can bring materials and gil to your trusty housekeeper to create plants used to make a garden that becomes the talk of the town, and even harvest from it! Of course, the first grade will be level 1, and have terrible items to harvest from, but with work you can unlock higher grades and improve the loot tables, allowing you to harvest in the peace of your own garden, safe from ravenous fiends. Similar options would be available for the other diciples of the hand: trees to log from, an entrance to an underground cave that you can mine from and even decorate with items such as glowing crystals, fantastical stalagtites and stalagmites, underground rivers and ponds to fish from, and more, and for above ground, decorative ponds and rivers you can stock with fish, perhaps even fish you can see swimming around simply for decoration, and beautiful bridges to cross them!

    You could even give invitations to people you want to enter your mog house, allowing them to use your facilities as well, issuing them tickets for say, an hours of clearance in your estate, or more. By creating such invitations, you open up a new market, that of people who want to customize their houses specifically to attract renters for use of facilities, who can rent out their homes to people wanting to use the ultimate in crafting support or great facilities in exchange for gil. And speaking of which, by making a requirement in gil to build various parts of the house, utilities, and landscaping, you create an impressive gilsink that can counteract the massive inflation that runs in this game from leves, npcing of items, and behests. And, similar to dynamis and behest, you can raise or lower the costs as needed to adjust the amount of gil leaving the economy!

    Of course, perhaps it could tie to companies, or linkshells as well, if you wish to do it that way. You could have a main hall where the guild master and whichever linkshell members he deems a caretaker can upgrade and change the decorations, with plots of land surrounding it, each owned by individual linkshell members to take care as their own, giving a sense of community and a great hub for linkshell members to gather at.

    Mainly though, don't feel constrained by the box of a mog house that we had in FFXI. Let's think outside the box, to the whole house and outside world, and let us customize, customize, customize! Whatever options you have obtained, let us use them whenever we want. If we decide that we want a sprawling mansion but those gleaming marble walls are tiring us out, let us be able to change those walls back to the old maple planks we started out with if we wish, provided we paid for that upgrade. And if we decide that we like the marble walls better after all, let us be able to change back. Give us the tools to let our imaginations run wild, and you will have created content for the game that could even attract people who specifically enjoy playing a game simply to play house. Just look at minecraft and how popular it is!

    And finally, it is something you could use to implement future content. Chocobo raising like with FFXI? We could build our own chocobo stables and raise our chocobos right in our home, take them on walks through our own garden, and have them curl up on the couch while we talk with our linkshell buddies at the table. I'm not suggesting everything could be connected to our houses, but with enough customization you could tie in quite a few things to it and build a sense of community and belonging to adventurers in Eorzea!


    I wanted to add a dev tag as well, but I couldn't see any tags that would be relevant. :/

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    @Kaeko
    The issues you raise are very interesting, but I personally wouldn't worry too much about the battle system since it's likely to be scrapped at this point (or will change considerably). I do think it would be a good idea to post your observation in a new thread, even if it's just to make sure they don't do the same mistake twice, but I don't think balancing the game would even be possible if they keep thing the way it is...and they probably know that already.

    Quote Originally Posted by Corrderio View Post
    Kuro also stated that min. rank should be 20, which would be a good idea. I'm mostly just toying at the idea of combing elements from certain classes into one to make that job into the advanced basically.
    Level 20 is too low for something like this. What you want is to give players something to look forward when the grinding is starting to get bad. Getting to level 20 in the current game is extremely easy and can done within a day or two. Level 30+ is when thing start getting slow, and that's when you should add some flavor to the gameplay. Basically, just find out when people drop the games, and add something nice at that point.

    [edit]
    Well, for a talent tree system, I agree that level 20 is fine. If we are talking about advanced class (class change), level 30 would more reasonable imo.



    Anyway, here is my suggestion
    [dev1017] Introduction of new synthesis concepts

    Repair NPCs and repair kit

    Right now, the only reasonable methods to repairs your equipments is to level most crafts yourself (which isn't very reasonable!), or find someone who is willing to spend some of his time to help you out. This can be accomplished by setting up a retainers, using your own bazaar in a crowded area, or looking for a friend with the appropriate craft leveled...Sadly, the processes are very laborious no matter what. It always involves multiple menus, pointless waiting, and often prevent you from using your own equipment for a while. While it's an important duty for an adventurer to take caresof his belongings, it should never distract him too long from his main purpose...exploring Eorzea's wilderness.

    In most MMO, the task of repairing your equipments is given to a NPC who can, at the cost of one click and a few shinies, solves all your issues. This system has proven itself to be very convenient, but it makes crafters obsoletes....So here is a simple alternative that would combine both the convenience of "repair npc", and allow crafters to make a difference.

    Using the current "repair material" (ie: brass nugget, Buffalo Leather Spetch) mixed with other materials, a crafter would have access to a new tier of crafted items: the repair kits. These repair kits (ie: Lv20-30 Lance Repair Kit, Lv50 Robe Repair kit) would be delivered to repair NPCs located at strategic locations around the world who will, for a certain price, repair all your gears...as long they have the supplies for it.

    Of course, the crafters would also be rewarded for their work. The less supplies a npc has, the bigger the reward is. Inversely, if there is an abundance of repair kits, the reward might not be so great.

    Ultimately, the goal of this system is to encourage the economy, while giving players an efficient way to repair their gears on demand. Also, because there is NPCs acting as an interface between the adventurer and the crafter, it will be very easy to control the money flow in the game, and prevent most abuses.


    Pro
    -No more "repair bot" abuse.
    -Easier to control money input/output
    -Simple and efficient for Disciples of War
    -Grant Disciples of Hand access to a new type of "leves" (or repeatable side-quest) that is probably more conveniant than hunting "repair flag"

    con
    -You lose some player-player interaction by limiting the repair between players (crafter could still repair their own gears using the repair kit)

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    Quote Originally Posted by Hyan View Post
    Can you explain what's the difference between current action points or w/e and these talent points?
    The biggest difference is that talent trees gives developper more control over what can be done, which ultimately, is very important to balance the game and give every classes an unique flavor.

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