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  1. #1
    BRP
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    FFXI Suggestion / Random Idea Thread

    It's been awhile since we had one of these and I'm seeing the effects of that being spilled into "FFXI thinning out" so I thought I would make a new thread. Try to make coherent ideas while explaining the reasoning, but there really are no rules. Well, one rule would be don't make your posts too big(split them up) and try not to post too many times on one page(assuming you aren't also criticizing). Just trying to keep things tidy for people who might be interested in throwing some ideas in.

    I'll start it off,

    A lot of food types are not used. A lot of exp monsters are avoided because of their TP moves. Solution?

    -Food vs TP moves:

    Make specific foods that strengthen resistance or give immunity to several TP moves. In example: Gnat's Bombilation and/or Cimicine Discharge. Might work best if they beef up some current food types.

    Another one...

    -Killer Effects:

    Killer Effects giving +Attack%, +Crit Rate, and +Attack Speed. Maybe something like Attack/Crit+10% and Speed+5% from Trait, 5%/2% from Circle(stacking) and 2%/1% from items. Would give a lot of use to those jobs with killer effects, especially BST and DRG.

  2. #2
    E. Body
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    Re: FFXI Suggestion / Random Idea Thread

    Add more content would be a good one lol.
    When I was still playing I always thought it would have been a good idea if Apollyon/Temenos zones were actually replaced with new ones every few months; leave Ultima/Omega and the actually layout and number of chips the same, but replace the zones every few months with something new and fresh. It wouldn't really be that hard and it would remove the monotony of doing the same zones 5000 times.

  3. #3
    D. Ring
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    Re: FFXI Suggestion / Random Idea Thread

    I'd like if the list of auto translate terms were reviewed. There are a good few terms I see no use for, and more terms that would help a lot to have access to. For example the term "sightseeing" is in auto translate... I can't think of any situation I'd use this in. The term "Auto Translate"... is not even available in auto translator! The terms "Merit" or "Merit Point" and "Widescan" would be helpful as well. Theres a lot more examples I can't think of for now.

  4. #4
    Hydra
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    Re: FFXI Suggestion / Random Idea Thread

    -More interesting Enchantment items, that are not "Stone II" at 75 for a MNK. Also allowing crafters to recharge used enchantment items. And perhaps an uncapped area for memories farming would be... nice.

    -Give some use to the useless crafting recipes, for example, Carapace Harness in Bonecraft. An example to make them useful is "Set bonus" for each set? Even AF should get "Set bonus".

    -More avaliable source for coral fragment, cheaper RR pin for everyone! (Read: I want cheaper skillup material)

    -Lower Dynamis cost.

    -Salvage would be better if it doesn't cost Assault point, kinda blocking the option to do Nyzul Isle.

    -Dynamis/Salvage/etc should give extra time if there is item in pool still.

    -Remove [alphabet] in translator and give us something better like, "Wait"? "Limbus"? "Linked"? "Aggroed"?

  5. #5
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    Re: FFXI Suggestion / Random Idea Thread

    To go with the above post:

    Make Nyzul Isle tokens redeemable for Remnants Permit. Especially if new relics start at floor 100 Nyzul. Having to choose between awesome gear and a potentially awesome weapon sucks, especially because both my current main jobs have the ability to dual wield...

    Have all the mobs despawn in Dynamis when time runs out, don't kick everyone out until 5min later (or they can drop glass).

    Kick everyone out when a chariot dies in Salvage, then put the items in the treasure pool. I think both of the last two suggestions should be programmable for SE as they're not exactly new concepts.

    To go with BRP: Add onto Killer effects. Should give a greater intimidation rate and some extra buffs based on level difference (so that it won't make DRG's capable of soloing Fafnir) but a PLD should have no problems taking an undead of similar or lower level (although they kinda already can...) but the same for SAM's and demons, and drk's and arcana.

    Get rid of some of the true sound/sight mobs, obviously HNM's and such this shouldn't count, but other situations it's just annoying and a burden. Maybe keep them true in level capped zones as difficulty I don't really mind in those places, but that fucking imp in C.Mire is so damn annoying.

    Explain more shit. We've done tests and have formulas for damage and accuracy, but it'd be nice if we didn't have to go through so much trouble to be able to approximate damage more. Just knowing that 4 dex = 2 acc = +1% hit rate a few years ago would've been awesome.

    Show more stats. Ranged attack, melee and ranged accuracy, total evasion, etc. should be shown somewhere.

    Make Assassin transfer 50% of the thf's hate. Make Accomplice 1min recast.

    Give an exp buff for parties of less than 6 on EM-T mobs and not just below that.

    Make defense mean more against at least exp mobs.

  6. #6
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    - Food -

    Food regarding melee stats are great with the sushi and various meat combinations but what ever happened to mages? Besides MP and hMP food, mage food is hardly unique.

    Suggestions - Avatar Perpetuation Food, Foods that enhance certain Songs, MAB food, Cure Potency Food, and combinations of the sort. Actually being able to see food stats might make peoples choices more diverse and less 'hey i seen some dude eat this so i will too'

    -Sigil/Signet-

    Add exp bonuses on these, all areas under the 3nations control should award an exp bonus in the region and an exp bonus in the past while using sigil. EXP bonus is the reason no one will exp outside aht no matter how great or amazing new zones get.

    -HNMs-

    More pop HNMs requiring members to farm items all over vana'diel to spawn, possibly ending in a craft. Stronger HNMs, beef up the 3kings and give the NQ forms powerful magics and a higher HP pool. HQ should be something capable of wiping everyone around it, employ powerful knockback spells that throw people around and generally give the player a feeling of being in a warzone.

    Possible ways to make harder HNMs include giving them healing spells, resistance to certain abilities being used too many times on them, last stand traits (monsters attack/defense rises in critical status).

    -Einherjar-

    Flesh it out, make it more like a 1hr event. 30mins is like a blink when it takes 5mins to hand out glasses for people to enter. Perhaps a situation like Salvage where everyone near the door gets pulled in would be smarter. Increase the abj rates, 5% is borderline stupidity when you have 24 people at a event and you get 5k in items. Everyone needing the 9feathers is silly when the odds that someone could miss a run before Odin.

    Fix einherjar, or less than 1% of the endgame playerbase will continue to use it. Its a terribly designed heir to Dynamis. If in dynamis you needed to reflag every city to northlands again it'd be Einherjar'd too.

    -Nyzul Isle-

    Make Nyzul Isle tokens redeemable for Remnants Permit. Especially if new relics start at floor 100 Nyzul. Having to choose between awesome gear and a potentially awesome weapon sucks, especially because both my current main jobs have the ability to dual wield...
    Sums it up perfectly. No need to cockblock people wanting to do Salvage w/Assault seriously.

    -Travel-

    If someone raises a chocobo, it should be able to be used in all zones that are outdoor. The very notion of puting a month into a bird only for it to be completely OWNED by the fact it cant be used anywhere outside the usual rental birds area is completely and utter rediculous. You raise it, it should come to you whereever.

    -Brenner/Ballista-

    Create daily tourneys that give out items to the winning team/person. Titles are nice but are only asthetic. Entice more people to try out PvP, it'd help people who are tired of grinding elsewhere to burn off some steam and have fun... even if its just for items or armor that isnt exactly amazing but useful to a sorts. Encourage better rewards in team matches over solo players but attract people with rewards and new places to fight it out. (Use old zones that see little to no traffic, it saves time.)

    -Titles-

    Give titles some effect thats more than just 'showing off', something like enchanted effects that could range from a simple 5attack to having the power of a weakened Cerberus' Stoneskin effect. (Weak is the key word here) Something that allows you to gain something from a title other than just words. It could be limited to story arc / HNM titles but could be a nice way of getting an advantage for doing work outside exp/merits.

  7. #7
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    Re: FFXI Suggestion / Random Idea Thread

    Yeah that is a good idea. There should be Arena gear like WoW that comes from PvP. Since the focus of PvP is generally not on +Damage in gear, but defense/hp and such, there could be a new line of items that give mages some -damage%, melee more hp and evasion or -damage/magic damage% as well as at least one piece increasing a job specific aspect. Rdm could get gloves that enhance phalanx effect, thief could get a +crit rate gloves, war could get a +MDB piece, etc. just something new for each job on at least one piece, while being a solid PvP piece otherwise (and a lot of jobs can make use of a +hp kit which would be a focus on PvP gear imo). You can even be somewhat lazy and just make it the same basic stats scaled for each level cap, WoW does that too.

    PvP is an awesome part of this game and is amazingly well balanced if you have a good group together (well, for like half the jobs it's balanced) so I'd love to see it pushed a bit more.

  8. #8
    Relic Shield
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by ronin sparthos
    -
    -Sigil/Signet-

    Add exp bonuses on these, all areas under the 3nations control should award an exp bonus in the region and an exp bonus in the past while using sigil. EXP bonus is the reason no one will exp outside aht no matter how great or amazing new zones get.

    -HNMs-

    More pop HNMs requiring members to farm items all over vana'diel to spawn, possibly ending in a craft. Stronger HNMs, beef up the 3kings and give the NQ forms powerful magics and a higher HP pool. HQ should be something capable of wiping everyone around it, employ powerful knockback spells that throw people around and generally give the player a feeling of being in a warzone.

    Possible ways to make harder HNMs include giving them healing spells, resistance to certain abilities being used too many times on them, last stand traits (monsters attack/defense rises in critical status).

    -Einherjar-

    Flesh it out, make it more like a 1hr event. 30mins is like a blink when it takes 5mins to hand out glasses for people to enter. Perhaps a situation like Salvage where everyone near the door gets pulled in would be smarter. Increase the abj rates, 5% is borderline stupidity when you have 24 people at a event and you get 5k in items. Everyone needing the 9feathers is silly when the odds that someone could miss a run before Odin.

    Fix einherjar, or less than 1% of the endgame playerbase will continue to use it. Its a terribly designed heir to Dynamis. If in dynamis you needed to reflag every city to northlands again it'd be Einherjar'd too.

    -Nyzul Isle-

    Make Nyzul Isle tokens redeemable for Remnants Permit. Especially if new relics start at floor 100 Nyzul. Having to choose between awesome gear and a potentially awesome weapon sucks, especially because both my current main jobs have the ability to dual wield...
    Sums it up perfectly. No need to cockblock people wanting to do Salvage w/Assault seriously.

    -Travel-

    If someone raises a chocobo, it should be able to be used in all zones that are outdoor. The very notion of puting a month into a bird only for it to be completely OWNED by the fact it cant be used anywhere outside the usual rental birds area is completely and utter rediculous. You raise it, it should come to you whereever.

    -Brenner/Ballista-

    Create daily tourneys that give out items to the winning team/person. Titles are nice but are only asthetic. Entice more people to try out PvP, it'd help people who are tired of grinding elsewhere to burn off some steam and have fun... even if its just for items or armor that isnt exactly amazing but useful to a sorts. Encourage better rewards in team matches over solo players but attract people with rewards and new places to fight it out. (Use old zones that see little to no traffic, it saves time.)

    -Titles-

    Give titles some effect thats more than just 'showing off', something like enchanted effects that could range from a simple 5attack to having the power of a weakened Cerberus' Stoneskin effect. (Weak is the key word here) Something that allows you to gain something from a title other than just words. It could be limited to story arc / HNM titles but could be a nice way of getting an advantage for doing work outside exp/merits.
    Great suggestions.

    Also I'd really like to see Thf have more hate control as well don't try too hard to buff up there damage but make them very good and controlling hate. TA base the hate transfer of the Thf's total by a % based on lvl like 10-75%+TA dam or something. Decrease Accomplice and Hide timer to 1 min and make Hide work on all mobs to give the Thf the ability to shed hate right away.

    Drg's hate shedding abilities should be better as well keep jump damage the same but make it produce no hate through dam done by it and make it shed hate.

  9. #9
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    -Dynamis/Salvage/etc should give extra time if there is item in pool still.
    It wouldn't work with Dynamis, but with Salvage, they could have all the monsters disappear(and lock portals/doors) and let players hang around for 5 minutes. The problem with Dynamis is that this messing with reservations. Same could be applied to Assaults because they are also instanced.

    Personally, I think AP cost for Salvage is fine. People doing both Nyzul and Salvage every single day was meant to be prevented I think. Anyway, another use for tokens would be nice, maybe pop a NM with a decent drop in one of those empty Undersea Ruin rooms.

    -Remove [alphabet] in translator and give us something better like, "Wait"? "Limbus"? "Linked"? "Aggroed"?
    While we are at it, add every region name.


    -Sigil/Signet/Sanction: (I don't see the point in keeping them different anymore)

    *Sanction gets the natural buffs that Signet and Sigil have.

    *Sigil Exp Bonus (7% at Ribbon and 2%+ for each new medal type. Max is 15%)

    *Signet Exp Bonus (5% base, +1% for every even rank(+5% at Rank 10 for 10% total), and an additional 5% if you took part in a successful Expeditionary Force(EF) the previous week(expires at Conquest update). Max is 10% with just Rank and 15% with EF too.

    *Regen, Refresh, and Extended Food Effects can be purchased for 50 CP(like Sanction, only one can be applied). The potency is based on many Conquest areas the nation has under control.

    *The natural benefits of Signet/Sigil(and now Sanction) is applied to Wyverns, Automatons, Spirits/Avatars, and Familiars if they are summoned by a player with that effect active.



    I'd like to poke at SCH, before it ends up getting fixed.

    *Scholar: (The idea is to make it the best mage-party buffer in the game. This means replacing BRD or COR rather than RDM or WHM)

    *Gear: Can wear Morrigan, Nashira, and Shadow Coat Abj sets. (Maybe allow Marduk as well? Much like BLU got to wear two of the three "god" sets)

    *-Storm spell-line becomes naturally AoE.

    *-Helix spell-line increases the magic accuracy and lowers the enmity of the next same-element spell that caster casts on the monster with the effect on. This limited to only the user of the Helix spell. This can include the same Helix spell(which would overlap it).

    *Strategem Growth is increased:

    Level 10: 1
    Level 25: 2
    Level 40: 3
    Level 55: 4
    Level 70: 5

    *New Ability: Magistra Scientia. Level 40, 10:00 Recast. Next Strategem can be applied to a party member, giving them the effect on their next spell. [Would require nerfing of Rapture, at least when used in this process]

    *New Strategems (None of these work with Magistra Scientia, as it would be redundant):

    **White Grimoire: Vivification. Level 60, 4 Min Duration. This gives party members the effect of two March songs(under a single buff) that equal the strength of 12%. This does not stack with BRD's March.

    **Black Grimoire: Invigoration. Level 60, 4 Min Duration. This gives party members the effect of two Ballad songs(under a single buffer) that equal the strength of 2/tick. This does not stack with BRD's Ballad.

    *Grimoire Additional Spells (these are only available when Dark or Light Arts are active, but still require a scroll to learn. They are much higher level than usual, based on when they would get it as sub... this is to open up SCH's sub choices rather than just make the job stronger head on).

    **Light Arts:
    Poisona, Level 15
    Paralyna, Level 20
    Blindna, Level 30
    Silena, Level 40
    Blink, Level 46 (considering dropping to 37 for the sake of /SCH)
    Stoneskin, Level 65

    **Dark Arts:
    Poison, Level 10
    Blind, Level 14
    Bind, Level 20
    Sleep, Level 37
    Tractor, Level 57
    Dispel, Level 65


    (and finally,)
    -Merits at level 60. (Especially important for jobs SE buffed up through Group II merits, like PUP)

    Yeah, open up the Merit system at level 60. Normal merits(skill, stats, other) caps are based on how they develop on jobs with them already present.

    Group I caps at 3 at 60, 4 at 70, 5 at 75.
    Group II caps at 3 at 60, 4 at 70, 5 at 75. (This increases Group II merit caps to 5/10)


    -Bonus Round: Xbox360 Controls

    LB is lock-on/rest. Left Joystick click is auto-run. Triggers are the same as holding CTRL and ALT, so when used with the mini-keyboard Xbox360 controller addition, them+1-0 can activate macros and normal keys for commands with ease.

    Allow Start and Select to be configured to any normal keyboard command. (for example, Select can be CLTR+E(equipment menu), Start can be CTLR+M(magic menu).

    RB can be configured to either open in-game keyboard or Tab key.

  10. #10
    New Odin
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    Re: FFXI Suggestion / Random Idea Thread

    -Scholar-

    *Gear: Can wear Morrigan, Nashira, and Shadow Coat Abj sets. (Maybe allow Marduk as well? Much like BLU got to wear two of the three "god" sets)
    To preserve balance, i think SE will only allow morrigan for SCH. It focuses more on INT and MAB, things a scholar could aspire for.

    **Light Arts:
    Poisona, Level 15
    Paralyna, Level 20
    Blindna, Level 30
    Silena, Level 40
    Blink, Level 46 (considering dropping to 37 for the sake of /SCH)
    Stoneskin, Level 65

    **Dark Arts:
    Poison, Level 10
    Blind, Level 14
    Bind, Level 20
    Sleep, Level 37
    Tractor, Level 57
    Dispel, Level 65
    I was always under the impression that when SCH used the light/dark arts that certain spells would only appear when you activated the arts. (This is pre-WotG launch) I figured that the status cures would appear for light arts and enfeebles for dark arts. I dont see why it isnt so, the job is a mage with too much dependance on a subjob as is. Maybe only spells that appear with the weather effects would help to differenciate SCH from RDM? They wouldnt be spells that you actually buy, they would exist as latent spells that only appear as long as the weather is on your side. A Scholar is supposed to be smart strategist, so the weather effects can spark new spells that wouldnt otherwise be able to be casted. (Of course this limits what they can do with them, MP-wise)

    Example:

    Windstorm -> Player is now under a wind effect -> Flurry (Like in Nyzul)
    Firestorm -> Players now under a fire effect -> Amnesia (weakened of course.)
    Rainstorm -> Players now under a water effect -> Toad/Poison II
    Noctostorm -> Players now under a dark effect -> Aspir II
    Thunderstorm -> Players now under a thunder effect -> Stun
    Aurorastorm -> Players now under an aurora effect -> Raise II
    Sandstorm -> Players now under an earth effect -> Slow II

    Now of course the levels that you'd get all the spells the storms open up for you would vary and spells like Amnesia/Toad wouldnt last long at all and probably have no use at an HNM but the idea in theory that -storms open up new spells is something that could work. (im just eyeballing what could work, given more thought more realistic spells could be put in)

    Basically with my idea you'd have a job thats more a geomancer than RDM, a job that starts off as a hybrid RDM/BLM but with its unique weather spells get access to stronger, more potent spells that would only be useable as long as the weather favors you. (In areas with natural weather you'd be in luck.)

  11. #11
    New Merits
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    Re: FFXI Suggestion / Random Idea Thread

    Enchantment ring. No item loss on next synth if fail. 1/1 charge, 48hr cooldown. Charge is used even if you don't fail.

    Reduce the recast of Mug to 5:00. To prevent over use on NMs, make it so a THF can only mug an NM once. Any attempts after by the same THF will result in a "Miss" message.

    Change the "Screenshot saved" text to "Screenshot saved. (x/99)" where x is the amount of screenshots already saved on the HD. For example: "Screenshot saved. (95/99)" would mean there is 4 spaces left. (PS2 and Xbox? only)

  12. #12
    Old Odin
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    Re: FFXI Suggestion / Random Idea Thread

    lift finally the shit lvl cap of all CoP zones, I dont care if it makes things too easy, I am just fucking tired to get everytime stuff because I want to go help hunt an NM for a friend, or do something there................

  13. #13
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    Re: FFXI Suggestion / Random Idea Thread

    Tanking with out shadows is next to impossible now. Hate is broken you lose so much hate when you flesh tank that you cannot compete with mages for hate. Warrior is a tank job and as such it deserves to be better at tanking. It’s stupid that Rdm/Nin can tank better than a War in many situations. War/Nin has no ability to accumulate hate provoke decays very rapidly and other spells like dispel, stun, etc. can be used faster because of haste and thus easily produce more hate. War and Pld need the ability to tank without shadows and they both need a way to gain far more hate then a Whm or Rdm as it stands right now a Whm or Rdm can easily pull hate off War and even a Pld.

    Being that it took Square-Enix how long to even talk about fixing AV (still waiting on the video and item to weaken him.) I'd say we have another yr and a bit before Square-Enix makes Einherjar what it should have been. I hope though they take these suggestions into consideration and start working on the problems soon.

    A. Free (Kings are free to participate in why should people have to pay for the alternative of camping them.)
    B. Instant porting of group with lamps inside when the leader trades his.
    C. Actually make it scalable like they said it would be. 24-36 people shouldn't have to show up every time to win (Again this is supposedly the alternative to Kings since when does it take 18+ people to kill Fafnir.)
    D. Yes put some limitation on killing Odin but make it timed based not the idiotic system that it is now. If SE would be unwilling to make it time based make it like Limbus Chips where the leader holds the access items for Odin. (That way a committed member won't be screwed when he has a family emergency missing one of the runs.)
    C. As soon as you kill the last mob you receive a 5 min extension to pop chest
    E. Totally random does not = strategy this is like the ultimate SE lottery. SE makes it so light based sleep is incredibly limited and then decides that difficultly is based on how many freaking Brds you can get.
    F. ALL KING DROPS SHOULD BE AVAILABLE IN EINHERJAR!! Ridill, Defending Ring, Behemoth Hides, etc.

    This is just an attempt to get as many people as possible to waste their time for slim to crap rewards.

    Absolute Virtue needs to be fixed at this time it is unkillable. If it is killable at this time the FFXI player base has given up hope on finding a way to kill it. Keep your promise and show us how to beat it or add an item to weaken it by locking its spells and 2hrs.

    Add more ways to obtain Khroma and Orihalcum Ore currently it is astronomically overpriced. Getting a Salvage Bodies and Heads are already much harder then getting almost any other piece of gear in the game and some are not even as good as other gear. There is no reason that they should have such a massive price attached to them.

    SE Needs to find a way to allow players to gain levels from 1 to 65 without joining groups. Some jobs it is next to impossible to be invited to parties. Not only that generally even if you do look for members to make a party the numbers of your members that are in your level range are often the wrong job and you are unable to form a working party. SE needs to let use quest exp easy and have it at a comparable rate or slightly lower than that of an experience party. Thank you for adding Campaign but this ability to solo exp needs to extend to every job and all levels.

  14. #14
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    Re: FFXI Suggestion / Random Idea Thread

    Chat filter sets : good when you change between stuff often, melee-mage-tank-parsing
    Timers for assault/limbus/salvage etc, and a more convenient one for dynamis. Yes, you could use a clock, but I hear this PC of mine IS a clock. Really no reason not to implement this, there's no harm in knowing yoru remaining time without math-usage.
    Timer on buffs on yourself would be nice too, but I guess it'd be impossible to do on those abyssmal resolutions people on PS2 or toasters have to endure.
    Implement Einherjar extra-time-after-win system on Dynamis, Salvage and any other instanced place.
    Visual debuff cues, eg. Poison cloud on poisoned, classic "..." bubble for silence, green for bio, etc. Or icons next to party menu, or both.
    More stats viewable (acc, racc, ratk etc)

  15. #15
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    Re: FFXI Suggestion / Random Idea Thread

    If a nation can calim the OP in Sky they you should be able to do a supply quest there and OP warp there.
    If Movapolos is on the region map you should be able to claim it, so you can do a supply quest there and OP warp there.
    You should be able to keep your OP if you change nations.

  16. #16
    BRP
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    Re: FFXI Suggestion / Random Idea Thread

    Being that it took Square-Enix how long to even talk about fixing AV (still waiting on the video and item to weaken him.) I'd say we have another yr and a bit before Square-Enix makes Einherjar what it should have been. I hope though they take these suggestions into consideration and start working on the problems soon.
    Well, they did fix Sea pretty damn well. And add changes to Einherjar and Salvage in a relatively short amount of time. I have faith in them, but they don't seem too intent on changing Einherjar. Anyway, here is my take on it:


    Einherjar:

    *Make it so when you trade the Lamp to the entry gate it asks you if you would like to warp your entire party to Einherjar. If someone can't validly enter, no one in your party will warp and you will be told someone in your party cannot enter Einherjar.

    *Rooms are given specific differences. Bosses from each tier as assigned to a specific room(two per room) as are the monster types. Generally speaking it'll still be random, but less random.

    *Difficulty is adjusted to fit multiple group types. Tier 1 challenge would be based on a team of 12-18, Tier 2 challenge would be based on a team of 24-30, Tier 3 and Odin's Chamber challenge would be based on 36(er, unchanged). This would be especially noticeable in the number of monsters the alliance has to fight. The fights would still be difficult because of the boss(to which only HP is lowered). (This would allow smaller groups to farm pretty easily or catch up).

    *All "special" monsters spawn every fight.

    *Make "leader" monsters within the mob which when defeated will cause some other monsters to lose their enmity and no longer aggro(and no longer following the group Enmity thing). These monsters would be more difficult and NMs in their own right(hell why not give them a gimmick). There would be 2-3 depending on the size of the mob. This would put less reliance on sleep.

    *Decreases the cost of the materials Kilusha sells to 1,000 Therion Ichor.

    *In Odin's Chamber, keyitems are only collected when the chest has been opened.

    *Assign Abjurations to specific tiers. Feet to tier 1, Hands to tier 2, and Head to tier 3. The drop rate is greatly increased(to say 15 to 30%, the idea being you get at least one abjuration of each type while climbing up). Odin's Chamber drops only Legs and Body pieces following a specific drop pattern: 100% Abj Body, 100% Abj Legs, 100% Abj Body or Legs, 100% Unique Odin item, and 50% Any of the above.

    *Add DRG to the Shadow Breastplate set and SCH to the Shadow Coat set.



    ToAU NMs

    *ToAU Beastmen HNM's named Beastmen Armor(i.e. Ja Ja's Chestplate) can be desynthed to Khoma Ore(or if HQ'd Imperial Wootz Ore).

    *While a ToAU HNM is defeated outside of Besieged, their exp bonus in Besieged is gained automatically.

    *The "Besieged:" armor latent is replaced by "Assault:" which then works in both Assaults(and Salvage) and Besieged. (This adds a lot of use to some IS items and a lot of Beastmen NM drops). Additionally, the "Assault:" tag will work in any instanced area including several ops and any new battle system to come. It won't work in Dynamis, Limbus, or Einherjar(or any area built like that). Maybe rename it under "Objective:" or "Instanced:" or something.



    Conquest / Related pt 1

    -Eco-Warriors are revamped slightly.

    *Possible to cancel at will.

    *You may only get the scent once a day and if failed you will no longer be able to get it until next day. Scent does not cancel if you die or log out, but will automatically expire in 30 minutes. The scent can be manually canceled at will.

    *After defeating the boss, players get an instant exp reward based on many monsters they defeated on the way. Ep-20, DC-30, EM-50, T-100, VT-150, IT-200 with the cap being 2000. Like most exp bonuses, this can be applied to merits if turned on. You get half as much CP.



    -Expeditionary Forces are also revamped:

    *Every time a flag is captured, 200-300 Exp is awarded(based on cap) to alliance.

    *Every 4-6 flags there is a chance a "Boss" will appear, a Beastmen NM specific to area which when defeated will drop a chest. The chest can contain 1 or 2 pieces of unique equipment(usually some of the best things for that level range or items that scale with level being useful for caps; or maybe even NM drops like O-Kotes from the Meri Mountain NM) and some materials.

    *As said before, if one of your Expeditionary Forces is successful, you will receive a 5% exp bonus on your Signet.

    *An uncapped Tavnazian Archipelago EF is added which has potent end-game rewards.



    -Garrsion:

    *Changed so that it has a EF-like effect on Conquest

    *Specific Beastmen NMs are added to each region with no drops but a 100% chance of dropping that region's Garrison item.

    *An uncapped Movalpolos Garrison is added which as potent end-game rewards.



    -Beastmen Kings:

    *A king NM is added to the Sahagin, Tonberry, Antica, and Moblin Beastmen families.

    *When a king is defeated specific regions will see weakened Beastmen growth.

  17. #17
    New Odin
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    Lakshmi

    Re: FFXI Suggestion / Random Idea Thread

    If a nation can calim the OP in Sky they you should be able to do a supply quest there and OP warp there.
    If Movapolos is on the region map you should be able to claim it, so you can do a supply quest there and OP warp there.
    You should be able to keep your OP if you change nations
    For story purposes is the only reason i cant imagine sky having a OP warper. The island is supposed to be unknown to all but the player, zeid, lion and aldo along with the zilart bros. You cant exactly put npcs representing nations up their without acknowledging that Tu'lia indeed exists and thus stepping on the stories toes of a lost paradise hovering above delkfutts. No idea why Tu'lia is even on conquest map... lol.

    Movalpolos is a dungeon, thats pretty much why they dont have an OP warper there. It'd be the only npc that warps you into a dungeon. It'd see low traffic even if it was an OP which is why the devs probably arent concerned with allowing people to warp directly there ;/

    -ToAU NMs-
    -Give the ToAU Beastleaders loot tables, include the ToAU money drops (khim parts, cerb items, hydra parts, imperial wootz ingots) along with weapons/items reflecting the beastkings powers.

    Examples:
    -Gurfurlur's Cesti - fast, moderate damage, added effect: fire damage (100%) occasionally converts magical damage -> HP
    -Gulool's Scimitar - Moderate damage weapon, added effect: wind damage (100%) Adds Resist Poison, Slow, Disease Effects, Occasionally hits 2 times.
    -Medusa's Kaman - Moderate damage, moderate delay, added effect: water damage (100%) (procs if your ammo doesnt have an additional effect already) racc/ratt+ Occasionally 'Petrifies' target. Adds Resist Petrification.
    -Gulool's Miter: Added effect: wind damage (100%), MP+, MAB+, Resist Poison, Slow, Disease Effects, acc/macc+

    3 weapons basically that are powerful and desirable yet reflect the powers of the leaders at the same time.

    -Gurfy's Cesti mimics his arcane stomp powers at times, hit with fire damage all the time and are fast but like most cesti dont exactly pack the big damage.
    -Gulool's sword hits with wind damage always, resists his miasmas effects and occasionally hits twice. He is a two-headed lizard...
    -Medusa's Kaman resists her petrification attacks, hit with water always and occasionally petrifies a target it hits. Seasoned with ranged attack/acc for melee value.
    -Gulool's Miter reflects its magical nature, while reminding you that its also a capable melee weapon in its own right.

    All SE would have to do is balance out damage and resist trait formulas and just reuse the current models of the Gulool brothers weapons, make Gurfy's h2h red cesti and reskin a Lamian Kaman for Medusa.

    The best thing about these 3 kings is where they are located. Unlike the current situation where you have the ability to rush out to the HNM spawn locations, you have to cross a huge dungeon that can only be fast if you cheat, need to travel in a group or sneak/invis spam to get to places, need keys to not only enter the chamber of the HNM but you also have True Sight/Sound enemies to contend with. It'd be a good way of weeding out people who try to stall HNMs until people arrive on the scene while providing a challenge to HNM/endgamers.

    Quote Originally Posted by BRP
    *ToAU Beastmen HNM's named Beastmen Armor(i.e. Ja Ja's Chestplate) can be desynthed to Khoma Ore(or if HQ'd Imperial Wootz Ore).

  18. #18
    Hydra
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    Re: FFXI Suggestion / Random Idea Thread

    Change a few of the older NMs that are still in demand into force pops. Charybdis comes to mind...

  19. #19
    New Merits
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    Re: FFXI Suggestion / Random Idea Thread

    Quote Originally Posted by ronin sparthos
    For story purposes is the only reason i cant imagine sky having a OP warper. The island is supposed to be unknown to all but the player, zeid, lion and aldo along with the zilart bros. You cant exactly put npcs representing nations up their without acknowledging that Tu'lia indeed exists and thus stepping on the stories toes of a lost paradise hovering above delkfutts. No idea why Tu'lia is even on conquest map... lol.
    If I remember correctly Tu'lia originally wasn't on the conquest map when Sky was first added, but since it became a popular experience spot this was changed so players could receive CP there.

  20. #20
    New Spam Forum
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    Re: FFXI Suggestion / Random Idea Thread

    When a character is raised, please allow him a small window of time, say 10 seconds, when he cannot be damaged. Conversely, during this ten seconds, he can't hurt anything either. This will prevent the oh-so-annoying "death in the middle of raise animation" deaths.

    Take out weakness during Besieged and Campaign. Honestly, what's the point, other than to annoy the player?

    If an item has a latent effect in Assault, it also works during Besieged and Salvage, correct? Why not make items with latent effects during Besieged and Salvage do the same? Hell, just list them all under the blanket "Assault" term, just to make us happy, so those items with Besieged latents can suck just a little bit less.

    A counter for Amnesia, please. Sure, it's cute when it's slapped onto a bunch of melees, but now that you have a support unit based entirely on job abilities, it's not so funny anymore.

    Update the looks of armor and weapons. Seeing the highly-detailed and elaborate forms of RK armor in WotG depresses the hell out of me.

    While we appreciate the load of endgame gear you've kept on giving us (Seriously, someone laid down a serious bar with RotZ armor and weapons: stop trying to match it. That's like Michael Jackson trying to outdo Bad: it's not possible. Just admit that you shot yourselves in the foot with the Speed Belt, Ridill and Haidate, and move on.), I personally think that you should be adding more gear in the 'dead spot' known as 38-49. This literal famine of equipment within his level range makes itself readily apparent when preparing for a level-capped event and realizing that most of the gear I'm using on a 50-cap isn't much different than the stuff I used on a 40-cap...or in some cases, the 30-cap. For example, footwear is a glaring weak spot for anyone who isn't able to obtain Bounding Boots.

    If the mob drops a r/e item I need for a quest, then make sure the mob has at least a 75% chance to drop that damned item. I must've spent hours fishing up monsters for an Egret Fishing Rod and never getting one. Spending more than a day on that crap is not fun, and I don't feel a sense of accomplishment when I finally finish, I'm just pissed off at the jackhole who decided to put a 2% drop rate on a worthless r/e item with a crappy quest reward.

    On the subject of r/e items, please take a look at mobs like Leaping Lizzy, Valkurm Emperor, and Mee Deggi. People don't camp these mobs for lizard tails, insect wings, or the puke-tastic impact knuckles; when other people claim them, I don't get pissed because they claimed it over me (that's just me being slower than the other guy, which is no fault of his) I get pissed when they stay after they killed it because they didn't get a drop...again. These items are no longer expensive status items, they're now just difficult drops from pain-in-the-ass camps: there is no "hard work for just rewards" ethic here, just a sense of irritation at having to sit around for another one or two with nothing to do with ten to twenty other people who are all after the same damned mob and one stupidly rare drop, simply because the computer decided that you fell within the 92% chance to not get the r/e 'money drop.' You guys made a big wonderful world for me to play in, so why the fuck am I standing around in South Gustaberg/Valkurm Dunes/Castle Oztroja doing the exact same thing I was doing yesterday when I could be playing in Campaign battles, teaming up in Assaults, calling mobs in Dynamis, or messing around in Salvage and Limbus? Just do everyone a favor and raise the drop rates for the r/e items people actually want, so the people who camp them can get them and go on with their virtual lives instead of going on an idiotic 0/30 streak and blocking up the queue for everyone else.

    Give me a reason to fish up anything in Aht Urghan that isn't a rhinochimera. Please.

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