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  1. #21
    Banned.

    Join Date
    Dec 2005
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    15,022
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    9

    Question 1

    Why release many pieces of equipment that are both weaker and harder to obtain than what is currently available? Mythic weapons is a good example.


    Question 2

    Activities like Expeditionary Force, Ballista, and Brenner require large amounts of players and are incredibly difficult to even attempt because a lack of popularity. Do you think its possible that many players have never done these events or even know what they are therefor cannot ask for you to put more focus on them?


    Question 3

    When it comes to basic facts about Vana'diel we know very little: like how long Tarutaru naturally live, how many towns and cities are outside of a nation's capital, the size of the Middle Lands in comparison to Europe. For many players who enjoy the setting and love doing quests and missions just to learn more about it this can become annoying. Can such information be released or translated?
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  2. #22
    RIDE ARMOR
    Join Date
    Nov 2008
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    12
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    1
    FFXI Server
    Titan

    Question 1
    The new abilities added to Thief are helpful for highly specific situations, and generally only for long fights when 6 people or less are involved. Any plans to adjust the abilities, or is thief only meant to be a support job and not an active source of damage because it can no longer compete with almost any other damage dealing job.

    Question 2
    Salvage has been proven to be one of the most daunting events in FFXI, not due to difficulty, or to time restraints, or because it takes too long, but rather because some groups have gone literally 4-7 days a week for a year and only seen one of each level 35 piece. Even with the duping that was recently patched the flow of salvage gear onto servers was still low in comparison with 95% of other gear that would be considered elite. Are there plans to change the drop rate to accommodate the average player that cannot sacrifice an hour and 40 minutes daily for a year? Or was this gear intended to be the "relic weapon of armor"?
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  3. #23
    Sea Torques
    Join Date
    Jun 2007
    Posts
    546
    BG Level
    5
    FFXIV Character
    Raiya Li'aurellia
    FFXIV Server
    Moogle
    FFXI Server
    Asura

    Question 1:
    After 3 or more years of play some people have felt that they picked the wrong race to start out as (ie Elvaan who ended up leveling mage based jobs, Taru ending up with melee based jobs) but have found that the amount of work put into their character is just too vast to go and recreate all over again. Would it be possible to add a race change option to PoL to allow some ppl who really want to change their race to do so? (this could be tied into the World Transfer so only race change or world transfer could be selected but not both)

    Question 2:
    The King's issue has always been a problem for many linkshells in the past (botting,lag,mpk etc) expecially in Dragon's Aery more so than anything else. With the development team recently stating that the only means of detecting bots was through the logs, would it not be simpler to just seperate and move the NQ King's Behemoth,Adamantoise and Fafnir into the nearby zones ( Qufim Island,Terrigan,Bohyada) and put the HQ Kings Nidhogg,King Behemoth, and Aspidochelone on their own 3~5 day respawn timers similar to the Aht Urgan Kings?

    Question 3:
    In the past ALOT of bugs have been found by players right after a version update which has lead to many ppl believing that these updates are either poorly beta tested or not tested enough before being released to the public servers (ie MMM issue @ fanfest, crossbow delay glitch, the seigan/dread spikes issue a good while back). Would it not be possible to either make Atomos or another server like it a Public Beta Test server so players who wished to do so could try out these updates and report these issues, glitches, bugs, errors back BEFORE they reach the main public server rather than after?
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  4. #24
    Old Odin
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    Oct 2006
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    6,111
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    8
    FFXI Server
    Asura

    Question 1:
    Many Low-Man events require a minimum of 3 peoples to enter the event. For example Salvage: Most areas can be farmed with 3-4 people, yet there is a restriction that you must have 6 people to enter salvage, even tough the PT is fine with 3-4 people. Or some assaults: Lamia no 13 is easy soloable, yet requires 3 people minimum to enter. There are many more examples for such events.
    Many older/newer events like Dynamis, BCNMs, Einherjar or Limbus dont require a specific number to enter it, are there any plans to remove theese restrictions from assault/salvage?

    Question 2:
    "Rise of Zilart" gave us the BCNM "Divine Might" which gave us the option to choose from 5 different earrings
    "Chains of Promathia" gave us the BCNM "Apocalypse Nigh" that gave us the option to choose from 4 different earrings.
    Even tough SE said recently that "Treasures of Aht Urgan" is finished, I am missing the challenging BCNM fight in the end that rewarded you with different earrings you could choose of. I was look forward to this and hoped to enjoy somethign like this.
    Are there any plans to introduce such a BCNM to "Treasures of Aht Urgan" with Earrings as Rewards on it in the future?
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  5. #25
    RIDE ARMOR
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    Sep 2008
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    18
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    1
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    Asura

    Question 1
    Will we ever see the addition of bar and enhance spells for light and dark?

    Question 2
    Will the Colosseum ever be opened?

    Question 3
    With Ru'Aun Gardens being slowly phased out of the end game community, are there any plans to make travel to Kirin and Byakko easier?
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  6. #26
    Puppetmaster
    Join Date
    Feb 2008
    Posts
    41
    BG Level
    1

    Question 1
    How do you feel about the current influx of Alexandrite into the game after making adjustments?

    Question 2
    Would you consider shortening the wait time between fights in Pankration?

    Question 3
    How is the progress coming for allowing us to change our hair/face style?
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  7. #27
    Relic Horn
    Join Date
    Dec 2005
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    3,363
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    7
    FFXIV Character
    Xanthe Celaeno
    FFXIV Server
    Hyperion
    FFXI Server
    Carbuncle

    Question 1
    There is a question that circulates among Dragoons as to whether or not the hidden occasional 2.5x damage modifier on Gungnir can proc on jumps. Logic dictates it can since the same trait has been noted to proc when using Barrage with Yoichinoyumi and Annihilator. Can you confirm whether or not this is possible for jumps as well?

    Question 2
    The base damage modifiers for Dynamis Relic weapon skills are indeed impressive giving them great potential as damaging abilities, however, their attribute modifiers do not always make sense. Weapon skills such as Tachi: Kaiten and Metatron Torment are greatly affected by STR, which makes sense as SAM and WAR are considered front line damage dealers. Then there are weapon skills such as Geirskogul (DRG) and Catastrophe (DRK) which belong to other front line heavy damage dealers, but receive bonuses from AGI and INT, stats that are not associated with or strong points for those jobs. What is the reasoning behind this discrepancy? Is there any intention to revisit the Dynamis Relic weapon skills' attributes and set them more in line with the jobs that can use them?
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  8. #28
    New Odin
    Join Date
    Jun 2007
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    8,826
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    8

    Melee-mage cooperation enhancements
    What do you think about the current Skillchain/Magicburst trend where most often weaponskills are spammed and Magic bursts no longer happen regularly in normal gameplay? Are you satisfied with the current situation? Do you have any plans to enhance the co-operation between mages and melee, and if you do, what kind of buff can we expect and approximately when?

    Black Mages and Exping
    BLM's aren't getting invited to parties starting from around level 50. Do you think that the situation right now is fine as it is, since BLM's can solo beastmaster monster's pets? If it is not, what plans do you have to ease the problem if any?
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  9. #29
    Very Sexy Nerd
    Join Date
    Oct 2005
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    8,522
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    8
    FFXI Server
    Carbuncle

    Question 1
    What is the point of "Unable to change equip while x window is open"? It makes playing jobs that require a lot of gear changes and navigating through menus really hard when the gear change macros don't go through. Could this restriction be removed?
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  10. #30
    Fake Numbers
    Join Date
    May 2008
    Posts
    87
    BG Level
    2

    Question 1
    Salvage has been out for quite some time. What changes can be made to make salvage more rewarding? We have a 50/50 chance in Bhaflau Remnants to see "Mad Bomber" up. Yet you defeat it and get the rampart that spawn Gate Widow to 0% and never see an NM? What are the chances of upping the rate of NM's from Ramparts as well as the drops from ALL salvage?

    Question 2
    There are only 2 ways to obtain Khroma Ore; mining and ISNM. When will we be able to see a change to the way Khroma Ore's are obtained outside of mining and ISNM to make salvage bodies more affordable.

    Question 3
    Will we be able to see a change/lowering in the amount of Assault Points needed for a salvage permit? Typically most players try to go to salvage daily and are unable to do nyzul weekly in order to maintain the amount of assault points needed. What are the chances of making a change to the permits?
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  11. #31

    Question 1:
    SE always state that it enjoys listening to our request yet no fixs have been done to the number of demands made to fix dynamis, kings, salvage, or any try in updating old content like Expeditionary Force, AV (yes AV because is old and nobody touch it no point) whys that?

    Question 2:
    Why do you have so many problems improving pets jobs good when so many players have great ideias how to make them better? (why can´t i charm great beast like manticores, damm you)

    Question 3:
    When you making events do you ever consider this is a online game, because it seems quests are being made wiht a offline mind, Assault is a great example of a great event because of is reward over time (build points, pick your item) yet you keep insting on luck why?(not sure on this question)
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  12. #32
    Ridill
    Join Date
    Dec 2007
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    9,647
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    FFXI Server
    Shiva
    WoW Realm
    Azuremyst

    Question 1:
    With the game aging as it is, more and more players are leveling multiple jobs. Could we see a sizeable increase in magic/combat skill merits allowed to a player? Or, at the very least, allow switching of said merits when needed?

    Question 2:
    Ninja has been made a tank class by the playerbase for quite some time, which is a stance that is supported by the development staff. However, Ninja lacks an array of abilities to hold hate beyond provoke from warrior subjob, whereas paladins have multiple job abilities and spells which generate high enmity. Any chance ninja would be able to have additional job abilities to generate enmity, to help alleviate this issue?

    Question 3:
    The strike force has made great strides in curbing RMT activity as a whole, however, in the process many viable means of making money for the average player has been cut off. Are there any plans to counterbalance these fixes with more ways to make gil? Most average players find it incredibly difficult to make a decent amount of money to advance themselves as things stand now.
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  13. #33
    Hydra
    Join Date
    Sep 2007
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    122
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    3
    FFXI Server
    Alexander
    WoW Realm
    Stormscale

    Question 1:
    Many players weren't exactly aware of the repercussions of the race they choose when they started, and were too far along to restart when they did.Any plans or possibilities to allow a 1 time race change?
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  14. #34
    Salvage Bans
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    Mar 2006
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    Asura

    Question 1: Please think about how mages are going to use relics/mythics before implementing them. The current battle system does not favor Mage-Melee at all - Low damage + High risk of death + Inability to regain MP + Lack luster effects to cover the previous shortfalls.

    1. Change battle mechanics for mages -> Convert their attacks to ranged attacks or give this as a JA option like Hasso. (Lasts long and acts like a toggle between modes)
    2. Or update mage relics/mythics to actually suit mages. Like giving access to spells rather than a WS. Or give new spells on top of existing WS.

    Are there any plans to address this blatant oversight? As part of this, what is the deal of using CHR mod on Gates of Tartarus when neither BLM or SMN uses that stat?

    Question 2: Are there any plans to allow existing players to beta-test system modifications/upgrade or new features prior to release?

    1. SE can get early feedback - Lowers risk of unpopular changes.
    2. Should allow all existing players to create a free character on Atomos, at pre-determined levels.

    Question 3: Are there any plans to release upgrades for PC/XBox360/PS3 users?
    E.g.

    1. UI upgrades
    2. Graphics upgrades

    It will get harder and harder to compete with new titles if SE allows FFXI to remain static. FFXI has great stories.
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  15. #35

    Changed my 2nd question
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  16. #36
    Relic Horn
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    Jul 2005
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    3,477
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    7

    deleted to add new Q
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  17. #37
    Yoshi P
    Join Date
    Dec 2006
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    5,042
    BG Level
    8
    WoW Realm
    Arthas

    Question 1
    Blue Mage can equip all chakram type throwing weapons, their level 60 ENM JSE item is even a chakram. BLU can also equip a rapidshot job trait that would seemingly only effect the thrown weapons they can use. Despite this, the Blue Mage job has no throwing skill. Is this an oversight? Is it possible throwing skill will ever be added?
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  18. #38
    A. Body
    Join Date
    Jun 2006
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    4,045
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    7

    Question 1:
    Why do you keep refusing to make the changes that would make Chocobo Raising universally popular within the game? Raised chocobo are still slower than rentals and while the whistle charge costs are much lowet than they used to be, they're still more expensive. For the chocobo breeder who just wants a mount and doesn't want to bother with the additional burden of optimizing a bird for the race track (which isn't much of a boon in any case), the time and effort that goes into raising a chocobo doesn't return the same amount. The increasing prevalence of regional teleports, the lowering prices of Silent Oil/Prisim Powder, and the ubiquity of Sprint Shoes (not to mention chocobo's restriction to field areas) has destroyed the 'faster, cheaper monster avoidance' argument.

    There are three solutions to this problem:

    Spoiler: show
    *Make all First Class Strength Chocobo as fast as, or slightly faster than, a rental and allow traits and secondary stats to enhance this further. Max Endurance already allows a Raised to last longer than a Rental, if I put the effort into it, I should be able to make a superior product in every area.
    *Elmininate whistle charge costs or lower them to at least 70g a charge (making them cheaper than a rental even at lvl 20). Why should I be paying more (or any) gil for something that I own?
    *Allow Raised Chobobos to go places that rental chocobos cannot. Being able to call a chocobo in places like Qufim or the Northlands would make many things much less unnecessarily dangerous or time-consuming. Also, now that chocobos can be used in Grauberg, a place with Hippogryphs, the 'we don't want people to get by True-sight mobs' excuse frequently inferred when speaking of Ulegeraund Range is also pointless.


    All it would take are these simple additons and people might actually start doing the incidental Chocobo content more.

    As I've already stated, the places a chocobo would actually be useful are very few. While I realize you wont be adding new areas for a while (which is something else I'm pissed about) it would be nice if the next time you did, you added areas where riding a chocobo is preferred. Not simply by making a large string of areas with no teleport points, but maybe by also incorporating a minigame, like you did with Fishing. People have wanted jousting for a while. EDIT: Or perhaps a shortcut zone that can only be accessed with a chocobo (like in FF12.)

    Question 2:
    Will you consider any activation rate or skill up condition changes? Evasion, Parrying, and Guarding are useless on most IT mobs or higher, especially when compared to Shield Blocking. Parrying and Guarding have a much lower skill up rate than Evasion and Shield. Shield went from just as ineffective as the other defensive skills to the best by a mile and Evasion has always been able to skill up even when it fails to activate (when you get hit by anything.) Efficacy adjustments in the non-Shield Defensive Skills would do a lot to increase the effectiveness of Ninja and the physical DD jobs who often do light-medium tanking. This would make Ninja more powerful while still maintaining a tanking heirarchy.

    Question 3:
    When are you going to take another look at Blue Mage? The job isn't weak, by any means, but the balance between physical spells and it's other attributes is one-sided. Magic-type spells tend to be weaker when used on monsters that you'd prefer not to use physical spells on and they tend to cost more, sometimes twice as much. Breath-type spells produce the best non-physical damage, but they also cost more than physical spells for roughly the same damage (and longer casting & recast times).

    Then there's Azure Lore. It is a 30 second long Elemental Seal with a 2 hour recast. It is rarely used and when it is, the damage it adds is nearly unnoticable. We don't want it to be another Hundred Fists or Manafont, but at least increase the duration. Dark Knight's most powerful ability is on a 6 minute recast, its Super Ability just makes it easier on its healers (which is nothing to sneeze at, considering, but still). A popular solution is to allow the use of all learned spells for the duration of the Ability, this would greatly increase a BLU's flexibility and allow them to have a greater effect on the enemy or party.

    To be honest, it all stinks of 'pre-nerfing', a way to prevent the job from being too powerful before it was even given to the players. A good example of this is 1000 Needles. Considering Thundaga 3 costs as much and is capable of much more damage (especially with more monsters), it seems stupid that a spell that will always do 1k damage or less, no matter what, costs that much MP when spells like Thunder IV or the higher level BLU physical spells can do just as much for a fraction of the MP. More recently, I've seen evidence of this with the SCH Group 2 merits. Requiring 2 charges and forcing you to merit each Strategem instead of two for each type (e.g. Focalization/Altruism within one merit & Equanimity/Tranquillity in the other, allowing a strat for each Art) has made what could have been the most popular SCH merits the least popular.


    I haven't simply complained, I have provided solutions that would fix each problem without causing damage to the overall game.
    Do it.
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  19. #39
    Puppetmaster
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    Asura

    Question 1
    Preamble:

    You have made an admirable effort to remove inconveniences and unnecessary time sinks from the game. But many game elements large and small still remain that do not entertain players, but rather annoy and deeply frustrate them. This feeling is compounded by the difficulty of having a dialogue with you on these issues.

    Question:

    Would you consider instituting an official feedback and suggestion forum where players can post, read and rate suggestions and a member of the developer team gives detailed, constructive and serious responses to highly rated suggestions? This way it would not feel like we're asking the same questions and pointing out the same problems over and over again for years and never receiving a meaningful response.



    Question 2


    Preamble:

    Zilart relics are predominantly upgraded through unethical means - by gil buyers, scammers (players who steal their LS bank, etc.) and players who monopolize HNMs and sell their drops (or lotting rights to their rare-ex drops) for large amounts of gil. Skill is not required to finish a zilart relic, only the ability to obtain large amounts of gil.

    Question:

    Given that the overwhelming gil requirement of the zilart relic system, coupled with the extreme desirability of some of these items, fuels pathological behaviors such as RMT and HNM monopolization and thus has negative effects throughout the game, do you have any plans to rebalance the gil and skill components of the zilart relic quests?
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  20. #40
    Salvage Bans
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    Jan 2008
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    5
    FFXI Server
    Cerberus

    Question 1
    MNK is certainly a good DOT job, but only on normal to moderate level mobs, Many MNKs still feel that there low spike damage and inability to deal with high level mobs due to low accuracy and low damage issues because of the low damage on Hand-to-Hand weapons are not comparable to other meele jobs such as SAM, RNG and DRG, are there any ideas to impelment more choices for MNK for situation where they will want to consider mnk? such as Unique staff skill and ways they can utilize staff that can be exclusive to mnk? also, the Modifers for asuran fists are far to low and weak to compare to other weapon skills even from other jobs, is there a possibly to increase it's power?

    Question 2
    The duration on Helix spells are far to short for many SCH to bother using, 1 minute and only every 6 seconds per damage is simply not enough giving that these spells are exclusvie to SCH, it takes much effort to increase the damage by these spells,
    the duration of the spell may be out of the question to consider but at least give them the normal 3 second tick all DOT spells have?

    Question 3
    The ability Footwork for MNK is a nice additon to increased attack and hate control, but Many MNKs still do not favor it due to the loss of attack speed, the lack of "unique" animation to the actual kicks (because it just copies one from the WS raging fists, and the other from your normal kick attack) maybe make it more desirable by giving exclusive weapon skills only avalible under foot work, and diffrent attack animation? or perhaps more attack Increase/more then 1 basic attack under footwork.
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