Less Absolute Virtue, more Poroggo Madamme
Less Absolute Virtue, more Poroggo Madamme
What if the attachment simply adds something like, "Double Attack +5%" or "Enhances Zanshin Effect" or "Haste +5%"?
Speed seems to be just as much an issue, if not the overall main issue?
I want to know how to boil frogs!
To simulate dual wield with Ridill, it'd have to have:Originally Posted by riddaraan
Store TP +10
Haste +10%
Critical Hit Rate +10%
Weaponskill: Critical Hit Rate +50%
Because dual wielding 1h weapons pumps out so many attacks in the space of a single 2h weapon swing, that they'll be not only doing more damage, but gaining TP much faster.
Some of these have already been asked. But I'm putting them here for emphasis.
Make Outpost Warps act like Conquest Points. Example: Your CP and OP earned in Bastok stay in Bastok and do not transfer over to Windurst, however when you return to Bastok your CP and OP from Bastok are restored.
More inventory space on your character. Maybe some type of equipment bag (takes up 1 inventory space) that holds 10 extra slots. Make these NOT r/ex so you can have a couple if you so wish. Make them quest-able once per conquest. (Note: This is kind of like what Puppetmaster already has, but for their puppet only. Let's make this for characters as well!)
Fix the animation lock. If mobs are casting magic on me while I'm resting, I sit there getting pounded on and can't defend myself. This is retarded.
Fix the target lost while gear swapping issue.
Expand the macro pallet to AT LEAST 10 lines. 20 lines would be AWESOME.
Expand the Conquest Point system. As it stands, no one XPs in the old zones and CP just starts to dwindle more and more. Make another way to earn CP, maybe some quest with your NPC fellow. Even 1k CP earned would be good. (I only buy warp/reraise scrolls from CP and I'm starting to worry I may run out soon. Not to mention having nowhere near enough for a CP Bolt/Arrow. My Rng's gimp because of this)
In regard to SE's windower. Make them aware that we use it not only to multi-task, but also the fact that TParty and the macro commands are very nice features. Have them at least implement this two plugins for their own windower. Bonus points if they allow us to use any plugins/scrips that are available to our current windower.
What they *should* do is allow you to save equipment configurations. e.g. put on all your TP gear, then /save TPWar1. Then, in your macro, do /load TPWar1 which will set all your equipment to your saved TPWar1 set without errors (e.g. if you were wearing jaeger/wood rings but then your macro said wood/flame, it'd just swap wood from right to left rather than fail because it tries to equip the wood but can't because you're wearing already on the right.) Then later in your macro, do /restore to put your equipment back the way it was before you swapped to your saved set.
yes plsOriginally Posted by Khamsin
just make a separate macro slot where you define "TP war", "WS War", "Para Rdm" etc that can be called up on a single line
what about an accessory that doubled the effect of FSTR on a two handed weapon swing, (edit:along) with a perdu/maneater latent?Originally Posted by Khamsin
I mean, yes; it won't make up for the rampage weaponskill, it won't make up for the multihit offhand goodness that is ridill, but it would definitely go a long way in bringing the line between axe/axe or katana/katana and 2handed setups closer.
(ok, it'd probably need to be about 2.5x FSTR to come out even and you still have the dual-wield delay issue) so I guess I'm back to agreeing exactly with what you said: the top-end accessories have to be ridiculous or it's not going to do it.
Took the words right out of my mouth.Originally Posted by Khamsin
We apologize for the convenience.Originally Posted by Khamsin
This already exists.Originally Posted by Max™
<a10> - <a15> = members of top alliance party, top to bottom
<a20> - <a25> = members of middle alliance party, top to bottom
[quote=Spider-Dan]This already exists.Originally Posted by "Max™":1a8c0
<a10> - <a15> = members of top alliance party, top to bottom
<a20> - <a25> = members of middle alliance party, top to bottom[/quote:1a8c0]
Holy hell, forgot all about this.
I believe they already answered that in a previous interview, saying they didn't want Dynamis zones to become overcrowded due to the lowered cost."With the deletion of the millions to billions of gil every month. Has there been any thoughts to lower the cost of Dynamis as you did with limbus and outpost warps?"
How about being able to trick onto other people's pets/avatars/puppets? Give the BST some tough new tank pets or buff up one of the existing summons or make the tank puppet a lot tougher...
I've always wanted to kill someone else's wyvern... >.>
Btw, this "interview" is going to be quite entertaining if it's just Bercus telling SE suggestions about the game.
we've been conditioned not to actually ask about their plans since all of those questions get the same three answers ("we can't tell you", "wait and see", "no").Originally Posted by BRP
O.O
Weaponskill Crit+50% for 2h weapons? Oh my heavens.
Being able to sub whatever and get a crit Gekko or Steel Cyclone or Wheeling Thrust (lol) 1/2 the time? Nice start since they don't crit normally (or so it seems).
Probably a waste since the testing has been extensive, but maybe they would answer "Can weaponskills crit on their own, without Crit TP mod, Sneak Attack, or Mighty Strikes?"
Well, here are some question/statement hybrids I think SE would answer and are more than just the typical "WHY THIS? WHY NOT THIS?"... quite big, but I think that's the point:
"In the past, when asked about why the 21-24 hour HNM system hasn't been modified you've said it was to keep monsters like Fafnir "tough and scary and difficult". The problem with this is that fighting Fafnir is not difficult to the large majority of the game, the only challenging part of Fafnir is that only one group gets to fight him and that group might not be yours. The hardest part of Fafnir is claiming him. What are your thoughts on this?"
"Many times you release gear into the game that is simply not wanted or needed. I do not mean making gear superior than previous sets, but pieces of armor that have no functional use and are then ignored. For example: Nightmare Gloves(Lv75, Def:13, Latent Effect: Avatar Perpetuation Cost-1, latent activates while asleep). This is a ridiculous piece of armor that no one would ever want(and to my knowledge, it isn't a joke piece). What is the intention of adding useless gear like this? Other examples would be that both Hydra and Khamaira materials being used to make carbon copies of old gear with slight improvements or the weapons Amood and Black Amood's latent only activating based on certain moon phases. It simply doesn't make much sense to even bother with such weak gear."
"To go along with the question above, for less extremely subpar gear, but subpar nonetheless... what is the motivation of adding gear, especially weapons, that aren't as good or better as more popular options? For example: Most weapons made with Scintillant Ingot were outdone by many options before their release. For most of them, nothing sticks out as special."
And when suggesting ideas to SE, it's important to try to fix the game, not change it. There is a big difference... for example: Before SE lowered the cost for Salvage, asking Salvage permits to be purchasable with IS is a huge change, while asking to lower the AP cost only makes it more accessible without changing it's core elements. Please do keep that in mind.
Ask them:
With the recent oppurtunities to retrieve lost valuable mission items (COP ring, DM earring, Tavnazian ring), will the same be implimented for valuable quest rewards such as:
Trail by Fire, Water, Earth, Wind, Lightning, Ice, The Moonlit path, Mama Mia and Waking dreams.
Also, will they make the job "Beastmaster" capable of capturing pets in special craftable jugs (one time usage a jug), in order to give them their own market, and to expand their usefulness in areas?
I like this idea, and it wouldn't be particularly difficult to implement. It could work just like upgrading AF items does. There's an NPC, you trade them a Homam Corazza, a Hecatomb Harness, two crafting items and 10 Imperial Gold Coins, and a week later you get a new body piece with Homam stats and a latent effect: +12 str, -5 acc on weaponskills. It doesn't unbalance anything; on the contrary, you would be giving up a little versatility in exchange for inventory space. You could easily do the same with other items like obis, staves and instruments.Originally Posted by Iresire
I also second the questions/suggestions about AV, icons, OP and inventory space. But I very much would like to ask them when we can expect more NPC content. PLaying with my NPC was one of my favorite things, back when there was stuff to do. The NPC system could be greatly enhanced, with things like ToAU access, more NPC job options, more complex AI, higher lvl cap, NPC based enms, quests and bcnms, and a wider array of equipment for your NPC. It doesn't make much sense that the only items the affect your NPC are nearly impossible to get; wearing something from Dynamis-Tavnazia that gives your NPC a tiny boost at the cost of a giant loss to your own stats is silly. Equipment should be much more easily available for you to wear, as well as items with stats bonuses that you can trade to your NPC to customize them, like a simpler Puppet system. There's a vast opportunity for more NPC/solo content that should not be that difficult to implement. Pleeeeeeease ask them about this.