Announcement

Collapse
No announcement yet.

Random FFXI ideas.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #91
    Re: Random FFXI ideas.

    Originally posted by Ciros
    I would like to see dopplegangers of level 72 JSE that are Rare/EX, and have to be quested.

    It would impact the economy, yes, but I think it would be better for everyone in the end.
    You mean mirrior of the armor? And no, if the quest is a decent difficulty I don't see why It should impact the economy, as long as the quest takes as long ot get the items as if you where farming and crafting(but no HQ chance)
    Originally posted by Ellipses
    Really, it's just like pretty much every question about this game that begins with "Why." The answer is "Because."
    Originally posted by MCLV
    A subjob is like sex, you shouldn't have it untill your 18 but if you don't have it after 21 everyone laughs at you.
    More Sig:

    Comment


    • #92
      Re: Random FFXI ideas.

      In one of the first FF games ethier 2 or 5 (I can't remember which) where they frist had the job system you could learn skills from one job and take them with you when you changed jobs. They had this percentage deal going on where once you had gotten a 100% on a spell or skill it was yours for good. You had to stick with it for a while to get the good stuff. I'd like to see some thing like this in FFXI It would allow you to customize your Chars fighting style a lot more.

      Comment


      • #93
        Re: Random FFXI ideas.

        Originally posted by Kadenmire
        In one of the first FF games ethier 2 or 5 (I can't remember which) where they frist had the job system you could learn skills from one job and take them with you when you changed jobs. They had this percentage deal going on where once you had gotten a 100% on a spell or skill it was yours for good. You had to stick with it for a while to get the good stuff. I'd like to see some thing like this in FFXI It would allow you to customize your Chars fighting style a lot more.
        You might as well just throw the job system out entirely and give up the idea of starting the game now. When a PLD who has been playing since launch could have Utsusemi, provoke, fast cast, refresh, Ballad, Phalanx and Stoneskin, who's going to invite the one who started last month.

        A lot of stuff that works in a single player game will not work in an MMO.

        I would just like to correct this a bit. The main reason why the SeeD idea would not work is not because the nations can not have standing armies, it's because they ALREADY have standing armies.
        I said large standing army, not no standing army. The SeeD idea was put forward as another branch to the existing military.

        Peace between them occured because Jeuno *negotiated* with them to join forces during the Shadow Lord War
        Yes, it was negotiated in the sense of "you can do it this way, or you can die, it's up to you." In reality there was no choice.

        The nations don't like each other, and they don't trust each other. Bastok still thinks they should rule the world and San d'Oria is still upset that they lost to Bastok, were dominated by the TaruTaru and are a shell of their former self. If any of the three made significant steps to increasing their military might, it would quickly escalate to war again.
        I use a Mac because I'm just better than you are.

        HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout.

        loose

        Comment


        • #94
          Re: Random FFXI ideas.

          Originally posted by Mhurron
          You might as well just throw the job system out entirely and give up the idea of starting the game now. When a PLD who has been playing since launch could have Utsusemi, provoke, fast cast, refresh, Ballad, Phalanx and Stoneskin, who's going to invite the one who started last month.
          I ment learned spells and skills like the ability use grate Axe if you had trained as a WAR or warp as a BLM. Not innate abilitys. As for the invite thing unless he power leveled high level partys aren't going to invite a PAL that just started anyway.

          Comment


          • #95
            Re: Random FFXI ideas.

            Being able to purchase bigger, already furnished houses.
            FF Tribute - Chocobo Mix

            Hililen
            of the Diabolos server. Current residence:San d'Oria
            40 MNK 22 WAR 15 BLM 13 WHM

            Comment


            • #96
              Re: Random FFXI ideas.

              Dragoon.

              Level 40. Wyvern Gain Regen Trait.

              Level 50. Haste Trait. +4%

              Level 70. Haste Trait. +8% (total)

              Level 65. Very High Jump ability. 200-500 damage, causes Stun. Dragoons remain missing for 4-5 seconds.

              Jump gives 30 TP, High Jump gives 30 TP, Very High Jump gives 30 TP.

              "Jump TP Bonus" NQ gives +3 TP, HQ gives +4 TP. (Same, no matter body piece)

              Dragon Gear(mail) is changed:
              The entire set becomes level 70.
              Head: +5 Acc(6 HQ) +3% Haste(4 HQ)
              Body: "Dragon Killer" +4% Haste(5 HQ) +8 Acc(10 HQ)
              Hands: "Jump TP Bonus" +5 STR(+6 HQ)
              Legs: +3% Haste(+4 HQ) +3 STR(+4 HQ)
              Boots: +4 Acc(+5 HQ) +4 STR(+5 HQ)
              Set Bonus: Convert Damage Into MP (3%)

              Barone Set changes:
              Head: +10 Acc(+11 HQ)
              Body: +10 Acc(+12 HQ) (+15 Atk HQ)
              Boots: "Jump TP Bonus"

              Dark Knight

              Spells: Drain II(level 50ish), Aspir II(60ish), Bio III(60ish), Drain-TP(60ish), Drain-Atk(60ish), and Drain-Acc(50ish).

              Enchance the effects of stat drain spells.

              Lower the enmity gain on Soul Eater and Last Resort a good amount.

              Allow Blood Weapon to apply to Weapon Skills.

              Algol changed to 6% Triple Attack.

              Bahamut's Zaghnal's damage changed to 60.

              Thief


              Level 40. Critical Rate Up Trait. +3%

              Level 55. Critical Rate Up Trait. +6%

              Level 70. Critical Rate Up Trait. +9%

              Level 60. Hide Again ability. 5 min recast timer, same as Hide.

              Warrior

              Amood changed. Latent is active 1 to 99% TP.

              Unicorn set changes:
              Head: +3 STR(latent is +7)(HQ +4 STR, latent is +9)
              Body: +6 STR(HQ +7)
              Hands: +6 STR (HQ+7)
              Legs: +5% Haste(+6% HQ)
              Feet: +5 Acc(HQ +6)

              Beastmaster / Puppetmaster / Summoner


              Songs effect pets.

              Special Food used on BST pets.

              Puppetmaster


              Attachments:
              -6 attachments, one for each element, when the matching element is activated, the puppet will cast a nuke of that element
              -An attachment that lowers the monster's magical defense.
              -An attachment that gives the puppet en-dispell.
              -A Wind attachment that makes the next attack miss
              -A Light attachment that uses instant curaga
              -A Dark Attachment that gives AoE refresh for 2 MP a tick
              -Barrage, Sharpshot, and Shadowbind attachments
              -Boost, Sneak Attack, and Berserk attachments
              -A second provoke attachment
              -Trait attachemts that boost skill, or give Killer effects, or make Double or Triple Attack proc more often
              -Attachments that unlock more WSes
              -Two Attachments that will either make a puppet wait for a WS to happen to use their WS or after

              Scan attachment will make the puppet use magic that monster is weak to

              Puppet's skills will be raised a great amount, to A+ of the corrisponding skill

              Two head pieces that use BLM tactics/spells and WAR tactics. A new frame with hand-to-hand style combat with blunt damage.

              Puppetmaster's Hand to Hand skill raised to B+

              Puppetmasters will be able to use items that involve a synth with Potion, Hi-Potion, Ether, and Hi-Ether Tanks to be used in the range slot. These enchament items will use the matching item on the Puppet

              Puppetmaster's 2hr will give a 2hr to the matching body. Tank=Invicible, Mage=Manafont, Range=Eagle Eye Shot, and Blunt Melee=Hundred Fist

              Trick Attack will work on Puppets. (Along with Fellows and Besiege NPCs)

              Blue Mage


              Magic accuracy and damage of magical spells increased

              Able to equip Ridil

              2-hr make spells work at their maximun potential, like Elemental Seal.

              Range Attacks


              Critical Range Attacks will be as effective as melee criticial attacks.

              Overall Accuracy of Range Attacks will be raised.

              Relic

              Combat Skill bonuses are added to a lot of melee AF. For example, DRK:
              Abyss Feet: +5 Scythe Skill
              Abyss Gaunlets: +8 Great Sword Skill
              Abyss Cuirass: +5 Scythe Skill

              Relic+1 proccess will be changed. There will be two fomulas:
              -Relic-1 + Material + 10-20 currency(lowered than original amount).
              -Relic-1 + Material + Relic NQ.

              Set bonuses are added to Relics, with different power ranges. 3 and 5 pieces. HQ and Relic Belt work. 3 pieces is weaker than 5. For example: DRG
              3 Set = +5% Haste
              5 Set = +15% Haste
              Example MNK:
              3 Set = +12 Atk
              5 set = +25 Atk
              Example PLD:
              3 Set = +5 Enmity
              5 Set = +10 Enmity
              Example DRK:
              3 Set = +3% Soul Eater
              5 Set = +5% Soul Eater
              Example BLM:
              3 Set = +4 MAB
              5 Set = +10 MAB

              Current Set Bonuses

              Divided to 3 and 5. Example:
              Yigit 3: 1/tick Refresh
              Yigit 5: 3/tick Refresh

              End-Game WSes

              Quested WSes damage when used in a SC will become 1/4 to 1/2 stronger.

              SCs will no longer be resisted by exp monsters

              Light SCs will lower Defense on their targets, Dark SCs will lower Attack on their targets.

              Relic Weapons


              More features can be activated through WS points. 250- +20 Attack(or Range Attack) at Below 100 TP(there for WSes). 500- +8% Critical Rate. 750- TP regen of 2/tic when Engaged. 1000- TP regen of 3/tic when Engaged. These stats are only activate when Relics are equiped in Main Hand(or Range).

              Because Relic weapons will be so improved, the 'cap' on how good weapons can be will be raised for items like Polearm, Scythe, and Great Axe.

              Conquest

              Garrison will effect Conquest. Expeditionary Force will be much more effective.

              You can set your own cap on both. Both will give more rewards based on that level, such as: Torques, rare/ex and sellable, that boost magic skill.

              Many NMs will be placed in many exp camps. These Beastmen NMs drop nothing. However when killed they will give you a 2-hour exp bonus. The amount is based on which nation you are, which nation owns the area, and your "Patriot" score. Patriot score is a number that slowly decrease over time. It is raised by the amount of Garrisons and EFs you take part in. The amount is around 2% to 15%. You do not get this bonus w/o signet. You must be of a certain level range to attack the monster. They do not aggro.

              The EF for the Tavnazian Archipelago will be multi-nation, however not effect your Patriot score. It will have the best drops and be uncapped only however.

              You will be able to trade "Mighty" weapons obtained from Garrisons to officials, at the cost CP. It will turn to a HQ with a latent of the weapon to include Lightsday, Thunderday, Darksday, the weakness, and the strength of the element its based on. (Water, Fire, and Ice, or Ice, Wind, and Earth).

              Traveling

              A Outpost NPC is added to all three exits of Nashmau. The nation in first place has control over it, and its position is based on what nation owns it. If half the zones are owned by the Beastmen in the Middle Lands or if the AC is missing, this NPC will not be there. You must resupply the outpost every conquest update, after your first, to use it to be sent home.

              A third Warp Taru has been added to Tavnazian Safehold. A small quest unlocks the use of the Taru. You will be warped outside of the two entrances to Whitegate(the hidden towers). If the AC is lost, the Warp Taru has a chance to port you to the entrance of Mamook, the entrance of Halvung, or the entrance of Labyrinth of Onzozo.

              The price of the Warp Taru in Whitegate will be dropped to 2 copper pieces.

              After completeing all quest spin-offs of CoP and an additional quest, it will be possible to board an airship currently on its way to Jeuno by talking to a NPC in Sealion's Den.

              It will take Airships at most 6 minutes to arrive, not 11.

              Teleport-Oldumm will be added to WHM as a level 60 spell. It will place you where Oldumm Ring does.
              Last edited by Legal Fish; 07-08-2006, 02:44 AM.
              Read my blog.
              ffxibrp.livejournal.com
              Currently: Entry #32, August 31/07.
              Entry 32: Death to Castro

              Comment


              • #97
                Re: Random FFXI ideas.

                I myself would like some more homages to past FFs (when they'd fit)

                As an example, Four Fiends. Seeing as many of the fiends from FF1 are taken, I propose the 4 Elemental Lords from FF4: Scarmiglione, Cagnazzo, Babariccia, and Rubicante. You'd have to fight each of them in a BC setting, with a later BC having all four at once.

                Also, a past enemy I've always been partial to: Warmech (AKA Death Machine). This thing would just be such a fun thing to fight. Sure, we have Ultima and Omega (as well as their proto forms) but Warmech predates both of those.

                As for in-game stuff already...

                RNG: A JA that allows for one ranged attack to ANY MOB within view distance. Basically, if you can target it, you can shoot it ONCE. I'm sure this'd be very helpful for kited mobs, and can easily be balanced by its cooldown timer. Also, this'd obviously be un-sub-able.

                WAR (or possibly SAM, but it seems better for WAR): A JA or Trait that lowers delay on two-handed weapons. Would be subbable (maybe one at lvl 20, another at 30 or something?) Something like this would help the two-hander jobs (SAM, DRG, DRK) get a little more oomph out of their weapons, helping to combat the whole "why invite the DRK when this WAR is able to hit faster, and therefore for more damage, due to Dual Wielding axes?" Of course, simply lowering delay on all two-handed weapons would also do this, but that might be a bit overpowered. Also makes Great Axe an option.

                THF: Adjustment to Steal: Recast timer of 5 minutes if successful. Recast is lowered to 2 minutes if it fails. There is nobody here who would dislike this idea. The only time this'd potentially be bad is the Maat fight, but I'd assume he usually kills you before 2 minutes, anyway >.>;

                BST: Enhanced Charm. Could be, say, a lvl 60 ability that enables a BST to charm the non-charmables of the currently charmable mob families. Things such as Malboros, Rams, and the like. Obviously, this wouldn't apply to Undead, Arcana, Demons, or Dragons (though, given that Puks are dragons, that could be different...) This could either be a trait that remains throughout 60-75, or an ability separate from Charm, and with a longer recast. If it's too strong to be a 60s ish ability, I'd say make it obtainable via Merit points. Of course, there's no real reason you'd charm such a thing at 75, unless you were farming, but hey, who am I to judge?

                Also for BST: Revamp the pet food idea. Lower the recast timer to maybe 1 or 2 minutes. Instead of healing quantities of HP, food could heal percentages. If I'm not mistaken, Pet Food Zeta heals like 300 HP max or some equally lame amount. Given the large amount of HP mobs have, Pet Food is rarely feasible. Also, pet food stacking to 99 (with recipes adjusted to fit) wouldn't be too bad, either.

                RDM: tier II en-spells. Aside from the whole "encouraging melee" thing, I really can't see a reason NOT to let RDMs have them...

                those are really all I can think of right now...

                Comment


                • #98
                  Re: Random FFXI ideas.

                  I would like to see RDM get a transport spell of some kind at least a short range one. like maybe they could pop from one zone line to another with a count down timer or once per zone limit to keep people from hopsctoching acrost the world. they could make it so you jump to whitchever zone line is closest to you like a fast get-a-way spell.

                  Comment

                  Working...
                  X