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| | #16 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: Things you would like fixed on FFXI
You are not the only one Neesan. The things I do dislike are blinking and macro unresponsiveness (along with line limitations.) The blinking part can be fixed with the windower plugin, but the macro lag not so much unless you want to type your spells (ewwwww).
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| | #17 | ||
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Things you would like fixed on FFXI Quote:
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| The following user says "Thank You" to Armando for above post: | Yellow Mage (07-18-2009) |
| | #18 | |
| ~ Mama Gamer ~ Golden Star Join Date: May 2006 Location: Al'Taieu
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My Mood: | Re: Things you would like fixed on FFXI
I thought the same way about typing spells, but really with the way spellcast modified it (god only knows how, but love it) it takes very little time to type. All the capitalization and quotation marks of the game's original design make it cumbersome, but typing the way spellcast allows you to made it really quick. I was very fast, unless I misspelled, which only seems to happen on Silena. ("Sielna" is what I would type. Damn dyslexic fingers!)
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| | #19 | |
| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
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My Mood: | Re: Things you would like fixed on FFXI Quote:
Random battles have persisted for this long because if you filled the fields with mobs prior to PS2-era games, it would result in massive slowdown. Yet to have swarms of enemies on-screen at one time, sacrifices have to be made to graphics. I personally don't care if the battles are random or not, but I know for a fact that seeing them on the field does not make the game more fun unless it allows you to gain some kind of advantage or exploit a weakness. By the same token, high encounter rates are extremely annoying without some means to diminish them FFXI is one of the few MMOs I've played where mobs detect you by other things besides sight, I'd like to see that expanded on in FFXIV dramatically. I think there's a lot of things that SMT does as a series that are better than what Final Fantasy does. Example: SMT has two types of ailments. One type will inflict ailments at random while the other inflicts them 100% of the time. Example 2: Levelling up means very little if your attacks are resisted. The system forces you to change your strategies constantly for both normal encounters and boss encounters. Example 3: A "Press Turn" system is better than Haste. Exploiting enemy weaknesses in SMT not only gains you a turn, but forces your enemy to lose a turn. This lessens the damage you take and increases the damage and critical hit rates you deal out. You are rewarded for remembering weaknesses rather than doing the same attacks over and over. Example 4: Set Skills are better than subjobs. Within certain limits, let me pick skllls from the pool of the ones I've learned and allow me to customize my character that way. While FFXI's job system is very robust, even other FF games allow more freedom for character customization. | |
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| The following user says "Thank You" to Omgwtfbbqkitten for above post: | Aylmer (07-24-2009) |
| | #20 |
| Timotei! Bronze Ribbon of Service Join Date: Feb 2008 Location: Chester, UK
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My Mood: | Re: Things you would like fixed on FFXI
<stpt> and <stal> don't always work. if you hit the macro at the moment they blink it still won't get them. It only gets them while they are still loading clientside.
__________________ Sardia, White Mage of Kujata Jobs: WHM75, PLD66, COR58, BLM50, SMN38, SCH37, RNG37, WAR37 Mission Progress: Sandy Rank 10, ZM16, PM 5-1, Aht Urghan 12, WoTG 8, ACP Clear Crafting Skills: Cooking 57, Alchemy 40, Fishing 23+4, Woodworking 16, Smithing 14 Other Stuff: Private Second Class |
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| | #21 | |
| ~ Mama Gamer ~ Golden Star Join Date: May 2006 Location: Al'Taieu
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My Mood: | Re: Things you would like fixed on FFXI
I never bothered with them. By the time SE got around to doing something about the blinking, I'd already started using spellcast to type names and eliminate the problem entirely.
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| | #22 | |||
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Things you would like fixed on FFXI Quote:
There are various key differences that you can't ignore either: A) I can pick WHICH mobs to fight. If a mob is disproportionately hard for what it drops or the EXP it gives, I will NOT fight it unless you make it mandatory like Chrono Trigger or SMRPG does at some points in the dungeon. If a mob annoys the fuck out of me I won't fight it. If a mob inflicts a status ailment for which I have limited cures, I will not fight it. If a mob is much harder to kill without a specific party member in my party, I will not fight it. B) I don't have to waste my time with transitions to get in and out of combat and failed "run away" attempts if I don't want to fight. I'll just continue to go about my business exploring the dungeon. C) Dungeon exploring and random battles are almost mutually exclusive. In one system I know when I'll be attacked and by what. In the other I rue every fork in the road I find. No matter which way I pick I'll have to backtrack; if it's a dead end with a treasure box then I still need to go back to the exit. If it's the exit then I still need to go back to check for treasure boxes. And while I'm backtracking I'll be constantly interrupted by even more random battles. EDIT: D) There are a finite number of mobs per area. In a random battle game I'll get a number of encounters proportionate to the number of steps I take within the area. And once I kill a party of mobs, it stays dead at the very least until I leave the room; in a random battle game I'll just keep getting mobs over and over again. Quote:
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But I'm also of the opinion that dungeons should be less about finding your way through a maze and more about doing stuff out of combat. Look at SMRPG, it's a platformer out of combat. Paper Mario and the handheld Mario RPGs are also platformers out of combat. If a GBA game can do it, I would wager an SNES game can too, albeit somewhat less pretty. I'd like to have a bit more to do in my dungeons than simply walking and waiting for the next annoying random battle.
__________________ Last edited by Armando; 07-18-2009 at 12:34 PM. | |||
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| The following user says "Thank You" to Armando for above post: | Yellow Mage (07-18-2009) |
| | #23 | |
| =~.^= Allied Ribbon of Bravery Join Date: May 2006 Location: Area 3.141592654......
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| Re: Things you would like fixed on FFXI Quote:
And to a certain extent I want to customize my armor and stuff for the way I play. I may not want to play the way the rest of the community wants to, but I want that choice to be available to me and to be mine to make.
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| The following user says "Thank You" to Vyuru for above post: | Yellow Mage (07-18-2009) |
| | #24 | |
| Timotei! Bronze Ribbon of Service Join Date: Feb 2008 Location: Chester, UK
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My Mood: | Re: Things you would like fixed on FFXI Quote:
__________________ Sardia, White Mage of Kujata Jobs: WHM75, PLD66, COR58, BLM50, SMN38, SCH37, RNG37, WAR37 Mission Progress: Sandy Rank 10, ZM16, PM 5-1, Aht Urghan 12, WoTG 8, ACP Clear Crafting Skills: Cooking 57, Alchemy 40, Fishing 23+4, Woodworking 16, Smithing 14 Other Stuff: Private Second Class | |
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| | #25 |
| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
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My Mood: | Re: Things you would like fixed on FFXI
Xenogears, Super Mario RPG and Chrono Trigger are fine games, but I still recall Mario and Xeno having transition screens. Xenogears isn't far removed from the style of many Namco RPGs like Super Robot Taisen which can still have random battles. There are even action RPGs such as the Tales series or Devil Summoner that have random battles. Dragon Quest IX is the first in the series to not have random battles, it seems to be faring just fine, but I don't know if they'd carry that over to the Wii installment. Regardless of how the battles are presented, the value of those encounters also heavily depends on how the skill system rewards you for seeking out those battles or even exploring. Persona 3 and 4 have the SMRPG style of field enemies. Strike them to gain the initial turn and same applies if they get the drop on you. But there's still a transition into battles and they occur often. But at the same time, you're constantly rewarded with new skills, gear and Personas to summon for pursing combat and even moreso for taking a gamble with the potential spoils for something better. If those skills and rewards come too slowly, then any system you can dream up becomes a pain in the ass. Bioware seems to like to have enemies on the field that only live once. This makes backtractking areas easy, but incredibly dull timesink. It I'm gonna go back through an area to find something, least they could do for a barbarian or a Jedi is have some enemies ready to strike down along the way. I never mind some extra pocket change. ------------------------------------------------------ I agree with Icemage regarding the invincibility of weapons and armor. That design not only makes reselling gear difficult as the game moves forward, but it makes things too easy on the owner of the gear. Armor and weapons should degrade without maitainence. Yes, its annoying. Yes, its a moneysink. But it forces different habits on the player and prevents a weapon from becoming the "one and only" thing you carry into battle. Could you imagine how much damage you could do to a Samurai's epeen if Haguns could degrade? They wouldn't be sneering down at other weapons then and most of them would not be carrying multiple Haguns. Plus, it would bring everyone down to the level of RNGs, CORs and NINs. In FFXI, we're supposed to be charitable classes who throw away our money with no compensation whatsoever. That would change fast if everyone had to repair gear and your job tended to take less damage and consume fewer resources than the rest. And the value of drops would probably see a reasonable increase for this, in addition to the other items made by crafters. |
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| | #26 |
| 2300 AD is pretty screwed up Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
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My Mood: | Re: Things you would like fixed on FFXI
It's not that I'm against battle transitions. I have no problem with having a transition into a fight. The problem is, when I get random battles I don't intend on fighting every few steps, those transitions add up to plenty of lost time and aggravation, and interrupt the dungeon-exploring process even though I'm not doing any fighting. And yes, Xenogears had random battles, it's one of the few things I hold against it - the fact that I didn't have to grind to continue the plot, and the plot moved wonderfully quickly despite how long it was, was almost wasted by the fact that I'm still getting a random battle every few steps, wasting my time. It's an unavoidable, undesirable time sink - unless your plot is too short or your dungeons too uninteresting and you're too lazy to come up with a better way to stretch out my play time. Besides, encounters against even the most fierce enemies lose their luster when the same enemies pops up entirely randomly every 5 minutes at any point of the dungeon. If Persona 3 and 4 don't have random battles that's all the more reason for me to look into them. That aside I could totally get behind weapon and armors breaking down and needing repairs, for all the reasons already stated. It never really occurred to me, but it does seem like something that would work wonders for the economy and sort of equalize all jobs in the sense of having to expend money for combat.
__________________ Last edited by Armando; 07-27-2009 at 02:41 PM. |
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| | #27 |
| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
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My Mood: | Re: Things you would like fixed on FFXI
Persona 3, 4 and Devil Survivor have no random encounters (though Devil Survivor might trick you into a battle by posing it as a scenario you want to trigger. Only at times though. All battles save for story-based ones are can be retreated from. If there's nothing to gain from the normal battles, youc an leave them. Or you can work for what you need in them and then leave. Nocturne and Digital Devil Saga have this little pulsing icon in the corner of the screen that more or less lets you know an encounter is incoming. There are items and skills that can stall this for a time, but at least you know the encounters are coming. I noticed the Etrian Odyssey games have that function as well. It kinda conditions you to expect the encounter and makes it feel less annoying. |
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| The following user says "Thank You" to Omgwtfbbqkitten for above post: | Armando (07-18-2009) |
| | #28 |
| Timotei! Bronze Ribbon of Service Join Date: Feb 2008 Location: Chester, UK
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My Mood: | Re: Things you would like fixed on FFXI
Being a White Mage as well as a Corsair I could definitely get behind weapons and equipment degrading over time. Maybe pick up parties will make more effort to keep hate away from me if it means that my Noble's getting too damaged will make my cures weaker and my refresh vanish. On my Corsair 58 I have to pay either 14k per 99 attempts to hit a mob or 150k for 1188 attempts to hit a mob as well as the cost of my weapon and food it would be nice to see other jobs to have to pay an expense to keep their weapons in check considering that DD jobs need only have to pay the price of their weapon and food and that is it. With random encounters and transitions I do like the system they have on Golden Sun and Pokemon where spells and items can be used to skip battles so backtracking through areas full of mobs that are so low level compared to you they should really just lay down and die as soon as you look at them funny. Persona 3 had a very good system in this regard. Monsters would attack you if you were at a lower level than them but as soon as you get enough levels on them to overpower them they will actively try to flee you. Needless to say it made traversing lower floors of the Tartarus as well as farming chests for loot much easier. Persona 4's didn't have the fleeing but the size of the monster in the screen would vary in size depending it's level compared to the party's so they were fairly easy to just sidestep and would give up chasing you after a few seconds.
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| | #29 | ||
| ~ Mama Gamer ~ Golden Star Join Date: May 2006 Location: Al'Taieu
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My Mood: | Re: Things you would like fixed on FFXI Quote:
Also, trust me, no one realizes how important some WHM gear actually is. In salvage I was begging for body piece one time, and when asked why, I told them that an extra 12% Cure potency is incredible for MP efficiency, which will allow us to slow down less. I also bugged for weapon and earrings (Templar, Roundel) for the same reason. They just don't get it. Same as they QQ to see a sucky WS go off, I QQ to see a Cure III for under 200.
__________________ ~Aksannyi~~Hades~~75WHM~75RDM~75BLM~75SMN~73WAR~67SCH~47BRD~ ~Mama Gamer~~Quitted July 2009~~Excellence LS~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ Quote:
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| | #30 |
| Timotei! Bronze Ribbon of Service Join Date: Feb 2008 Location: Chester, UK
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My Mood: | Re: Things you would like fixed on FFXI
You're talking to someone who QQ's every time they are beaten to a cure by a RDM on someone so a Cure V only does 200
__________________ Sardia, White Mage of Kujata Jobs: WHM75, PLD66, COR58, BLM50, SMN38, SCH37, RNG37, WAR37 Mission Progress: Sandy Rank 10, ZM16, PM 5-1, Aht Urghan 12, WoTG 8, ACP Clear Crafting Skills: Cooking 57, Alchemy 40, Fishing 23+4, Woodworking 16, Smithing 14 Other Stuff: Private Second Class |
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