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  1. #61
    Hydra
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    Antonidas

    Unfortunately, I don't think discussing the Battle system or regimens will get any results from the devs. The reason they hired Yoshi-P was because of his expertise in Battle systems, and his major project is a revamp of the battle system. This is what they have already spent the majority of their time working on, and speculation from the fans is just too late to consider or implement.

    That is why there is no Dev tag for battle systems or battle regimens. They don't want input on that aspect, or can't accommodate it at this point.

  2. #62
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    Quote Originally Posted by Elcura View Post
    I loved that about certain merit parties on MNK. When you plan a skill chain, it's feels so stilted and dry, as mechanical as a fight without it. But when you do it freeform, you have have a SAM watching people randomly throw a WS out, then using the right WS to make a decent SC, and someone in your party is also paying enough attention to see a Fragmentation or Fusion and bursts off it (I used to burst debuffs if I could on RDM, or throw out a nuke if I had excess MP).

    It wasn't required for the type of parties it mostly happened in, but it was still an awesome extra source of damage.
    Yeah, it's the kind of stuff I'm talking about. It was rare, but it was very fun when it happened. Sadly, not many players were able to pull that off, in fact, most didn't know more than 2 or 3 differents skillchains.


    The only problem I see with SC is that if you force everyone to use them, every classes will end up feeling the same.

  3. #63
    New Odin
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    Unfortunately, I don't think discussing the Battle system or regimens will get any results from the devs. The reason they hired Yoshi-P was because of his expertise in Battle systems, and his major project is a revamp of the battle system. This is what they have already spent the majority of their time working on, and speculation from the fans is just too late to consider or implement.

    That is why there is no Dev tag for battle systems or battle regimens. They don't want input on that aspect, or can't accommodate it at this point.
    I don't think they've worked on it for more than a few months at this point. Maybe even less. Hell, they weren't even sure what to do with it at the time of the battle poll.

    Even though I remember a community rep saying feedback on other parts of the game is welcome, it seems they want to focus on getting feedback about their current projects. I also remember Yoshida saying in a recent interview that BR's come after the "combat system" changes (I guess the two aren't the same lol), which is why there is no dev tag for it. I doubt they're looking at feedback regarding it too much at this point but once they start working on it and the dev tag is added, they will.

  4. #64
    Hydra
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    Last response I got from someone on Kuro's thread whilst trying to clarify that the system is not WoW:

    You are essentially saying people feel they do not have a role if they so choose to designate themselves to do something unconvential correct?
    That has to be a classic in the making....

    I responded with 'How I mine for Fish' because I couldn't find the quote about 'the damage only half?'

    Please feel free to quote him and respond with that old quote I couldn't find....
    damn I am starting to sound like them.

    Pick a class, level it, be the class you choose to level at 30 25, 10, or 1.
    or
    choose your class as you grow as a character.
    Losing faith in the community is not a good sign of things to come. At least with FFXI I had BG to read...

  5. #65
    Relic Weapons
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    One of the reasons people had any faith in the FFXI community was cause we where segregated from the majority of the player base forum and community wise. The moment you pack it all into a central point like a official forum you'll see the stupid people starting to take over cause people just watch it go down the shitter and cant be arsed to deal with the idiots. That's how I see it anyway.

  6. #66
    RIDE ARMOR
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    Greetings, discovered this site while reading through Kurokikaze's thread on the SE forums. Quite a diverse community- I like it.

    I was hoping to get some constructive criticism about the following ideas regarding upgrades to retainers, market ward stands, search tool improvements, and what I call the World Market. [dev1019] Examination of an Auction House System was only relevant tag I would attach as the World Market satisfies anyones desire for a traditional AH by expanding on the existing retainer and market ward system while creating incentive to actually lease market stands.

    Unfortunately, I found my way here after posting on the official forums. My goal is to increase efficiency in the already working system while reducing user irritation and neglect of certain in game features such as the market stands and Limsa Lomina/ Gridania wards. (Preferably with minimal trouble for SE)

    If you find yourself with some time to spare and feel like considering these issues and some proposals:

    Spoiler: show
    The following proposals are meant to address storage concerns, buying/ selling issues, market stands and search tool useability, and the disconnect/ neglect of Limsa Lomina/ Gridania market wards. I would like to thank Rentahamster and Origamikitsune specifically for their ideas that inspired me regarding these matters.

    Retainers
    Several upgrades are now purchasable for each retainer in your service. The level of retainers increases with each additional option package as shown:

    LVL - Cost (gil) ; Benefit
    1 - Free ; standard
    2 - (250,000) ; additional storage (25 slots)
    3 - (100,000) ; ability to set a comment for shoppers, (5) additional bazaar slots, (8 ) slots for customizing appearance with equipable gear seperate from bazaar slots if desired, Transaction history displayed for personal retainers and running sale price given when searching for items in each city or on the World Market
    4 - (150,000) ; World Market License
    5 - (500,000) ; retainer storage shared among characters on same account and same server
    Quote Originally Posted by origamikitsune View Post
    I'd say add retainer level = quest, which gives you access to the ability to purchase. Quests = content, which this game needs. I'd even be happy if they were as involved and pricey as the 11 gobby bag quests, since the game also needs gil sinks.
    Market Wards
    Changes to the search tool include:

    *Optional HQ filter returning 5 cheapest of each quality
    *Gear listed on retainers in wards requesting repairs now searchable by Disciple of Hand class
    *Ability to select a single retainer to mark and automatically transport to appropriate ward after confirmation. (AoE toggle button switches between single and multiple selection)

    Changes to Stands in market wards:

    *Renting a stand now allows your retainer to buy and sell on the World Market
    *Rentals last for (48 ) hours
    *Renting a stand requires that your retainer is Level 4+ (has World Market License)

    World Market (previously referred to as the Auction House)
    Market stands of all cities are connected by the World Market.

    *When listing items for sale on the World Market there will be a (10%) additional tax penatly if the market stand is rented in a city containing the corresponding guild (shards/crystals= Alchemist guild= extra tax selling on World Market from Ul'dah, horn/tooth/hide= Leatherworker guild= extra tax selling on World Market from Gridania)
    *When selling items on the World Market not represented by a city guild, no additional tax is required

    *Browsing the World Market is now available by interacting with NPC stationed behind a desk in the central area of any market ward
    *Players may claim purchased items (immediately) at (no cost)

    *Players may search through a comprehensive item list on the World Market and select an item(s) they wish for their level 4+ retainer to actively seek purchase at specified gil reward. Searching of such requests would be permitted through use of the same desk-bound NPC. These requests each occupy one slot of the retainer's available bazaar.

    *No requirement exists for players wishing to use this NPC for browsing/purchasing or filling a requested order from another player's level 4+ retainer.

    Finally, I appreciate your time spent considering these alterations to the existing Retainer/ Market Ward systems, and the integration of a new World Market to add depth and unity to an already wonderful economy in Eorzea.


    I figured the visual presentation would help people see the progression- but maybe I got too carried away with the illustrations learning how to photoshop. Is the diagram too busy or confusing?

  7. #67
    Hydra
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    Ouch... a well phrased and clearly researched idea... complete with diagrams.

    BUT... I am pretty sure you just 'spam-posted' your way into being able to post pics on BG forums.

    Don't take too much offense if you suddenly get a new avatar picture.

    Glad you like the BG community, and 'welcome'.

    But... I am far from being a spokesperson for BG... very, very far from it. I lurked here for about 5-6 years before daring to make a post (reading-only during FFXI, and posting when FFXIV came about because I happened to get in during beta).

    I'm just gonna shut up now and let the mods and admins do what they do.

  8. #68
    Hydra
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    After trying to post in this thread http://forum.square-enix.com/ffxiv/t...art-quot/page5...

    I think I have the perfect song to listen to whilst on the official forums:


    Idiot wind, blowing every time you move your mouth
    Blowing down the backroads headin’ south
    Idiot wind, blowing every time you move your teeth
    You’re an idiot, babe
    It’s a wonder that you still know how to breathe
    Idiot wind, blowing through the buttons of our coats
    Blowing through the letters that we wrote
    Idiot wind, blowing through the dust upon our shelves
    We’re idiots, babe
    It’s a wonder we can even feed ourselves

  9. #69
    New Odin
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    It would be much more fun to laugh at those people if..

    A) This wasn't a thread for the suggestions about the game for the official forums.

    B) You weren't the retard of that thread.

    ...Actually, that just makes this hilarious.

  10. #70
    Relic Weapons
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    Shazaam I'm pretty sure there's a rule about backseat modding too.

    Anyway Fieros I like your idea for the retainer levels and world market and yeah I'd love to be able to seek out items I can repair.

  11. #71
    Hydra
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    Shazaam I'm pretty sure there's a rule about backseat modding too.

    Anyway Fieros I like your idea for the retainer levels and world market and yeah I'd love to be able to seek out items I can repair.
    Agreed on all points. Great ideas, love the presentation. Best first pic post I think I have seen ever.
    Like I said, I am in no way a person who can speak for BG in any form.
    Shutting up now.

    @hyan ...

  12. #72
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    You addressed quite a few issues in one fell swoop there Fieros.

    This is definitely a thread we need to bring more attention to. It's early enough in the rebuilding of the game that devs have time to ponder and implement some or all of these things.

  13. #73
    RIDE ARMOR
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    Gorefiend

    Quote Originally Posted by Gadritan View Post
    You addressed quite a few issues in one fell swoop there Fieros.

    This is definitely a thread we need to bring more attention to. It's early enough in the rebuilding of the game that devs have time to ponder and implement some or all of these things.
    Many of the retainer upgrades and market features were topics I saw room for improving and found that others shared similar views on. I just tried to clean them up and come up with a system that made sense to me for implementing those features while not burdening SE unnecessarily.

    I have since discovered another thread here regarding an AH which contains some very rational and well-thought ideas.

    Another issue I am awaiting is information on the Grand Companies as they could very well solve some of the problems I was attempting to address.

  14. #74
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    Quote Originally Posted by Fieros View Post
    Another issue I am awaiting is information on the Grand Companies as they could very well solve some of the problems I was attempting to address.
    Ditto. Companies have been a total mystery and sound like they're going to have a significant impact.

    Then again, it could be one of those things that just gets way over hyped due to lack of info and over active imaginations.

  15. #75
    New Odin
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    Most likely overhyped, but also most likely something more than 'sidequests'.

    What is most interesting is how the concept has changed, if any, since Yoshida took over. Interesting that the system has it's own subforum, so there's probably many things to discuss once it gets implemented (and if they expand on it in the future).

    If they want us to talk about it, they should release info sooner than later. Can't really make any suggestions right now lol.

  16. #76
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    Quote Originally Posted by Hyan View Post

    If they want us to talk about it, they should release info sooner than later. Can't really make any suggestions right now lol.
    I'd wager info is coming next Monday. They were just laying the ground work for them on the forums to knock everything out at once.

  17. #77
    Cardiac Cat
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    Guess I'll throw this here to keep it separated from the XI stuff since the official forums thread is technically under XI forums.

    Ugh. r50 no less.


  18. #78
    Chram
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    :s The forums got new categories, so I made a new and rewritten thread of my idea for mog houses!

    http://forum.square-enix.com/ffxiv/t...ev1002-dev1017

    The future of mog housing! Let's think outside the box!

    As for the original post... Here it is, in spoilers, because it's rather long. <.<; I wish I could have some pictures or something to illustrate the idea, but I don't have photoshop and I'd suck at trying to do it anyways:

    Spoiler: show
    Mog House Thread [dev1002][dev1017]

    Greetings yet again, on our new shiny forums, now with more subdivisions~♪

    Introduction

    As the old general thread is now the more of an actual general talk for anything now, and we have new areas to post actual game suggestions, I thought I'd make a thread on my mog house idea that hopefully won't get smothered to page 20 in half a day from the flood of great ideas from fellow posters! (and Belgianrofl attacks <.<; )

    One of the biggest concepts from FFXI that I miss to this day, and very many fellow Eorzeans as well, is the humble prison...er, abode we called the mog house. With it's four walls, leaky roof full of mice (and stars, and apparently chicken drumsticks?), and our ever faithful spinning moogle friend. It was a place to call home, a place to store our loot, a place to decorate like a palace while we pretended that one day our friends would want to see it! Oh wait, I'm supposed to make this thread a request to add mog houses in, not make them look bad. Right.

    As a place to hide in while crafting, or just to relax in a chat free area to talk to linkshell buddies, the mog house was something that everyone used, and many enjoyed, even with the limitations we had. But we are in a new era! The mog house can be reborn!

    The Quest

    The basic idea is this. A quest we can embark on, an epic journey that takes us from our first tiny plot of land to a beautiful mansion that can become a hub for linkshell members and friends to come over and play, a place that can be a central area to call our own that can be connected to other content as well. Whether you decide to just use the land for gardening, to put a ramshackle roof over your head, or make a manor that makes fellow Eorzeans green with envy, it can be something that is unique to each individual and useful as well!

    Of course, we should start with an actual quest, and half the fun of a mog house was our ever useful mog that changed our job, cared for our plants, and slept in our bed and shed fur all over the blankets. However, in Eorzean lore, moogles in this game are residents of Gridania's forest, and what kind of moogle would want to live in a desert like Ul'dah? But never fear, we have some other adorable mascots, The humble and ever comical mammet and the lovable qiqirn! Both are native to their own lands of Ul'dah and Limsa Lominsa, and can provide some variety of options to what kind of buddy a person wants. Our first quest would be a fairly simple one, where we save the caretaker of our choosing in the nearby forest/desert/cliffs, or the like, and somehow wind up the owners of a plot of land in the nearby city and a new companion. (OK, maybe the story writers should be the ones to do this, not me. ^^; ) The end result, however, would be us owning a plot of land in the city, the start of our new abode.

    The House

    Of course, it's just a plot of land. There's no actual house yet, but never fear! The cities are full of willing craftsmen ready to build for a little compensation, and as an adventurer materials are easy enough to come by. First, every house needs a foundation. The first type could be made of a cheap material, such as some mudstones or the like. (OK, building a house on mudstones is a very bad idea, but we're cheap here.) Naturally, it would take quite a few stones to build a foundation, even for a small shack like what we're starting with. Perhaps 30, or even 50, would be needed, along with a crafter to make them, and gil to pay the crafters, perhaps 20,000 gil in this case for the first option. Once you have traded the items and gil, it's time for the crafters to play a role!

    In this case, there are a few different options:

    The first is simply having your moogle/qiqirn/mammet buddy, from here on out to be called Mog for simplicity's sake, magically make the item. This option would be simplest to implement, and removes both the items and gil from the economy (this is good!)

    The second is to have it simply open market, where you get a slip for the item you want to make, a cheap foundation in this case, that you can put up in the bazaar of your retainer or in your own, along with the amount of gil you are willing to pay. A crafter then sees your request, and if they are the appropriate level, they make it. To avoid the pain of losing so many items, it's probably best that failure in crafting doesn't cost any materials or at least loses only a couple at worst. No one wants to lose 30 mudstones in one go because a helpful goldsmith got disconnected from the game, much less future and more expensive items! This option would remove items, but because it is direct player to player, no gil is lost in the economy, just exchanged.

    The third option is through a crafting workshop, one in each city, where crafters can go to pick up work and earn some experience and gil. This is where Yoshi-P's idea of multiple crafters working together can come into play! The gil and items a player gives to Mog are then sent to this workshop, and a list of available requests from players to be crafted is shown. Naturally, the lion's share of the gil goes to the workshop for its role in providing a building area and handling fees. Basically, it's gone from the economy. In our foundation example, 15,000 gil might go to the workshop, or is lost, while the remaining 5,000 is the reward earned by the goldsmith who makes it. In this option, some items will also require multiple crafters of different types, and the reward is split evenly among the crafters who will build it. A simple maple chair might simply require a carpenter to make, but a rosewood chair covered in gold gilt might require a carpenter and goldsmith of much higher levels! Once the right crafters are all ready and have chosen to build that item, they work together to build the actual item at the workshop for all to see! To help prevent a single set of crafters from monopolizing all the items, it would take time to actually make the item, and the higher the reward the longer it takes to build! Like the picture that was shown of multiple crafters, the item would slowly take shape from scratch, giving a sense of immersion to the game. As the crafters build the item, they gain skill points, with a bonus amount for staying till the item is finished. If a crafter has to leave early, the item will remain in its unfinished state and that crafter who leaves obtains a portion of their gil payment corresponding to how much work they did. Another relevant crafter can then jump in and finish the job, collecting the remainder of that reward. Once finished, the item can then be sent back to Mog and become available for the player's use. This option is probably the most involved, and gives crafters an option for making gil and adding an interesting twist to the game. Items are also removed from the economy in this option, and much of the gil as well, providing a useful gilsink to a game that currently has almost none.

    Wow, all that from a foundation that will crumble in a hard rain! Of course, now that we have our foundation, we need a floor, walls, a roof, and windows! . . .Eh, this is a shack. Maybe some walls, a door, and a roof. Walls can be made of cheap arrowwood lumber and nails, a door from the same and a doorknob, along with some hinges, and a roof can be made of straw. (I wasn't kidding about the shack part!) Like the foundation, you need the items and gil, and it gets made. One interesting possibility in this game, however, is wall "sections" instead of just a box. With sections of wall, maybe some that have windows or some that do not, a wall section with a door, and so on, you can customize your house to have lots of windows, none, multiple doors, or inner wall sections to create multiple rooms. Let's think outside the mog box, and make an actual house!

    Now, here's where things can get interesting. As you get the cheapest option for things like foundations and walls, you open up new options, better ones, for new looks and bigger houses. For instance, once you have your mudstone foundation a new option might open up, a limestone foundation, which can support heavier walls and a bigger house. Likewise, making some arrowwood walls might open up maple walls and oak walls, which require a level 2 foundation like limestone to support them. Obtaining either oak or maple walls might open up even more options, such as rough stone, brick, and mahogany walls for level 3 options. The idea is each level of options increases the amount of different types of materials you can choose, allowing for greater customization of your house's look. Higher level building parts might even provide bonuses of some sort, similar to moghancements in FFXI. Some building options might even require certain quests to unlock, or various achievements to be done. For instance, unlocking the ability to make a house that resembles Gridanian buildings, would require you to beat Gridania's storyline up to "Fade to White".

    The Support Facilities

    Along with options for making your basic house structure, there would be a second set of options, those of supporting structures. These would be things like a blacksmith's forge, or a garden outside you could harvest from. Like housing options, each level increase includes more options than the last, with different looks and better bonuses. A simple blacksmith's forge that gives basic guild support for free (hey, you already paid for the forge) might open up a couple different looking options for better forges, that give advanced guild support instead of basic. Along with various guild facilities, you can also make landscaping options, allowing a safe place for disciples of the hand to gather wares. For instance, you might first buy the ability to create a grade 1 harvesting node in exchange for lots of gil and some items like moko grass for their seeds, which has basic crap items. Buying this option would open up the ability to create grade 2 nodes using grade 2 items and gil, and the ability to improve the results of your grade 1 node for gil and better grade 1 items. So your grade 1 node might only have moko grass at first, but you can add more items to it by bringing more of that item and some gil to seed the nodes with those plants. Of course, to balance this out, it would be pretty costly to make this safe haven of gathering paradise, and you probably would have to make a sort of minimum spacing requirement to keep people from placing a few harvesting nodes right next to each other and leveling super quickly to 50 botanist, but I'm sure the development team can think of how to do that. ^^

    Of course, not just harvesting nodes can be created, but all nodes. Trees you can plant that let you log (obviously before you can create any node you need a place for the node to be gathered from!), rivers and ponds you can aquascape to fish and spearfish from, an entrance to an extensive underground cave and boulders you can mine and quarry from. But not only can these be places to gather from, they can also be used for aesthetics too! You might give items and gil to mog to create visible fish that swim around in your pond, a miniature bridge to cross your river, birds to roost in your trees, glowing crystals and stalagmites to decorate your cave. You could even have things like underground rivers and ponds as well, and things like fungi to grow in them.

    The Furnishings

    The last type of items would be furnishings, and like FFXI, these would be simply crafted and sold on the marketplace and no requirements are needed to place them in your residential area. Of course, because this wouldn't just be a room but an actual house with an outdoor area, the type of furnishings you could make can be quite varied, from a simple bed, to a couch, to an outdoor patio complete with iron-wrought chairs and table to gather with friends at. Some items might give moghancements as well, or do interesting things, such as a music box that lets you change the area's music to any song you've heard in the game before and bought the record for.

    Interaction with Other Players

    As for the house itself, it would probably best to keep it to an instance, providing a low lag area and quiet place for the player. However, they can invite people over to their house, opening up interesting options! For instance, you could choose to make your house open to friends and linkshell members of your choosing, so that whenever they want to drop by they can do so. You could also create entrance tickets that you can then trade or put in your bazaar, for rental purposes. That is to say, if you have a great mog house that has superior crafting facilities that surpass even the guilds, or high grade nodes with lots of items, you could sell tickets that give x amount of hours to enter your house and make use of the facilities and nodes. This could create a new market for people who spend the huge amounts of gil, items, and time to create the best places to gather and craft in, or those who have a gorgeous mansion and want to lend them out to people wanting a great place to have a linkshell meeting or event in. These tickets would have an option that a potential buyer could view to see what facilities and other relevant information that house has, a preview picture of the house, and a comment from the seller.

    There is a possible problem from RMT, which is abuse by having a bunch of them pooling gil and resources together to create a mega crafting/gathering facility and using it to bot from, but because it's an instanced area, it should be easy to detect such bots. If someone has been gathering and crafting and such for the last two days nonstop for instance, it's obviously a red flag to check for botting behavior! And of course, in this case, it wouldn't just be one RMT but a whole cluster of them, allowing for the Special Task Force to clear them all out, get rid of the house in question that cost them a large investment in, and put a major hurt in their operations!

    The Future, and Conclusion

    Whew! After all these words, you might wonder if such a system would be worth the time to create. My answer is, of course! There are many players who play a game simply to "play house" so to speak. Look at the popularity of "The Sims", or "Minecraft", and you can see there's a large market for players who simply like to decorate their homes and live their life. You could potentially attract a large playerbase from this alone, as the graphics and potential of FFXIV is far higher than other games of this type, and an added bonus of other activities you can do along with it. It would also generate a large amount of content to do, and remove lots and LOTS of items and gil from the economy. This is always a good thing, especially as the game currently lacks itemsinks and gilsinks. Because the items would come from all sorts of sources, it would provide new ways for disciples of the hand, land, war, and magic to all make gil. On top of that, you can also connect future content to mog houses. For instance, if you add the ability for players to breed chocobos in this game, you could have the option to build a chocobo stables to the support facilities category, and let the players raise chocobos in their own home, taking their darling chick through strolls in the garden, letting it fall asleep on the couch, and showing it off to friends. A delivery box system could be put in place with Mog to receive packages, you could do gardening like with FFXI... there's so many possibilities with this system!

    It would take a lot of work, but let's not get stuck in the same old boxes we called home in FFXI. A system like this would have vast potential to add content to this game, allowing for new synthesis systems, new quests, customization, a place for players to relax in, a boon to the economy, attract new players, and more. With the amount of threads that appeared in the feedback forums already requesting mog housing, it's clearly a hot topic, so let's give the players what they want!



    On another note, here is the previous thread on this forum before the forums got split into new catergories:

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

    and the original thread on Zam's feedback forum that started it all:

    http://ffxiv.zam.com/forum.html?foru...6283820&page=1

    Finally, I'm really sorry this took up so much space. I have a tendency to ramble on. But I'd love feedback as well, and this could also be a thread for other ideas on mog houses!


    I'd love feedback on it though, if anyone cares enough to read through my mini-novel.

  19. #79
    RIDE ARMOR
    Join Date
    Mar 2011
    Posts
    15
    BG Level
    1
    WoW Realm
    Gorefiend

    Psion, I love your suggestion about Mog/Mammet/rat-man houses. You shouldn't apologize for its length as it was well-written and entertaining. I'll critique over on the official forums.

    If you came up with some concise bullet-points I might be able to photoshop something. I really like the group-synthing aspect. The main concept bullets would also help some of the readers with poor attention spans get the picture enough to leave relevant feedback beyond the first idea.

  20. #80
    New Odin
    Join Date
    Jun 2007
    Posts
    8,825
    BG Level
    8

    Ha, a community rep actually responded to my auto-attack thread. Seems we will get some more official info about it next week. Good, because if they are planning something stupid with it we need to make them stop the madness.

    Hello everyone,

    We have been continuing to poke Dev. teams to give more details on the upcoming change on FINAL FANTASY XIV so that we can give a glimpse of them to the players. As of now, we are hoping that we can give sneakpeaks to you all sometime next week. Hopefully the question on the size of the icon can be revealed, along with many other questions players are having. We will give an update once more details become available so please look forward to it!

    Oh, and we are continuing to look forward to receive more feedbacks on the game from you all.
    The aggro icon bullshit is so silly though. Okay it needs to be toggleable or whatever, doesn't mean it needs a million replies and views with dev commentary.

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