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Things you would like fixed on FFXI

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  • Feba
    replied
    Re: Things you would like fixed on FFXI

    Originally posted by Neverslip View Post
    Since memories also degrade over time should we be required to re-read scrolls???
    Uh, not if you use an ability frequently. I actually quite like the more realistic interpretation of that idea; if you don't use a spell or ability for longer than X length, you forget it. Then you have to either spend time practicing (using the spell against enemies) until you remember it, or read a scroll for a quick jump back. If you go an extended amount of time, you fully forget the spell... could be neat to see lower tier spells vanish completely as you stop using them; save space certainly as they become redundant.

    ---------- Post added at 11:10 PM ---------- Previous post was at 11:08 PM ----------

    The key to fame is to not spam one quest, but to just go through your quest log. You'll be surprised how much fame, and appreciation for Vana'diel, you gain by just doing easy quests.

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  • Takelli
    replied
    Re: Things you would like fixed on FFXI

    All the damned time sinks in the game. Trying to get fame lvl 3 in windy for Aspir (140k on Ah on Alexander), and I need it for Drk. Been doing quests for hours on end and I am still fame lvl 2 only. No one is selling Bastore Sardines (None on Ah either), Crawler Culculus, or Cornettes (And Bastok is always in last so I cant buy from there.)

    There are way too many time sinks in this game. they need to get rid of them. Exp the Utsusemi spells.

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  • Aylmer
    replied
    Re: Things you would like fixed on FFXI

    I think the who accuracy piece shoud be reworked as previously mentioned. I think all weapons that are accessible to a certain job should be affected by a separate character accuracy base/stat instead. That way you can make full use of all the weapons available to your favorite job. Also this would increase weapon purchases and choices. Also I think that a skill that a certain job only uses or mainly uses like Singing skill, should be at least an A rating. Come on Bards sing and play instruments....why should those skills be at a C rating!

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  • Neverslip
    replied
    Re: Things you would like fixed on FFXI

    Gear Degradation {No Thanks}

    Personally ... I've hated it in every game it's ever been in that I've ever played. Fine, call me lazy. I like a fantasy world where I don't break my toys. I wanna spend time playing a game and not repairing imaginary objects. This game has enough hurdles and time-synchs for the rant page to go on into infinitum and spill into other posts as it is. Since memories also degrade over time should we be required to re-read scrolls??? Yeah it works in other games... but that's why I don't play those other games. Just saying... .. . . ..

    ~~~~~~~~~~~~
    [edit]

    Though .. to the original query... I've always considered it as "yes, I'm hitting the broad side of the "barn" but I'm not hitting it in the right spots.
    Last edited by Neverslip; 07-24-2009, 08:18 PM.

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  • Feba
    replied
    Re: Things you would like fixed on FFXI

    Originally posted by Aksannyi View Post
    Better do away with HQs then, there is absolutely no way in hell I will purchase an HQ staff more than once. I'm all for giving the crafters a bone, but I can't afford that 3m every few months. In fact, I have a lot of HQ stuff. I worked my ass off, saved up, and bought all of it, knowing full well that I'd bought the best piece for that slot and that I wouldn't have to replace it again. And it took me a LONG FUCKING TIME to get my gear. I'm not going through that again.
    It would be a big change in play style, surely. It would move FFXI away from the "Get the absolute best gear you can and use it constantly" angle, and more towards "get gear that's good enough, and save the best for when you need it; or until you can afford to use it."

    Keep in mind that FFXI is very very light in death penalties compared to other games. Even at 75, the EXP lost isn't that bad, especially with the higher Raises. In other games, more than just losing EXP and having to either go back to your bind point or deal with raise weakness, you could potentially have much more serious penalties. Including losing all your gear, or at the least having to go and retrieve it. Or letting your killer take all of the possessions you were carrying.


    Still, as much as item degradation might help crafters' profit, it could also hurt them. More gear breaking would make people likely to buy fewer items, or spend their money on stuff that would last longer. HQ prices might fall if they're seen as purely luxury items (although I'm not opposed to this; I never cared for the whole 'craft large numbers of something, sell the NQs off for clearance prices, sell the HQs at hilariously jacked up rates' strategy), and the HQ might be seen as a true +1 instead of a +50000, in terms of pricing. It doesn't really make that much sense to pay ten times the price for one or two stat bonuses, on most items.

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  • Aksannyi
    replied
    Re: Things you would like fixed on FFXI

    That's basically what I said! MEOW! lol

    I'm so fucking bored.

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  • Icemage
    replied
    Re: Things you would like fixed on FFXI

    One way to get around the theft problem with repair is a dedicated "synth" interaction interface for other players.

    Just as we have a Trade interface now, you could theoretically initiate a synth window (which, as we all know looks EXACTLY like a Trade window), and instead of Trading, you would just press Confirm and attempt to use your current crafting skill on the selected materials.

    That way, the items never change hands, but the crafter can still apply their skills to the materials (for good or ill).


    Icemage

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  • Aksannyi
    replied
    Re: Things you would like fixed on FFXI

    They can sit right at home in the Gimp/Confused/WTF player threads on BG, where we will make fun of them along with the Blueberry PLDs and Domaru SAMs.

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  • Takelli
    replied
    Re: Things you would like fixed on FFXI

    Even with the duribility thing though, you will have NuBs who wont even repair their gear, or even bother trying to fix it.

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  • Aksannyi
    replied
    Re: Things you would like fixed on FFXI

    Yeah. You can wear it and in your character screen it shows a red box around it, indicating it's broken. None of the stats on it are active when it's broken. It can have 1/80 durability and still work fine, but as soon as it breaks it's useless. But you can just repair it and it goes right back up to 80/80.

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  • DakAttack
    replied
    Re: Things you would like fixed on FFXI

    Perhaps a higher quality may even mean more durability?

    I know armor in WoW doesn't completely break when broken, but it is completely useless, isn't it?

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  • Lmnop
    replied
    Re: Things you would like fixed on FFXI

    I haven't read most of this thread, but lemme toss this out there:

    How come whenever someone mentions a durability system, everyone immediately assumes durability 0 = break? The item becomes worthless, or even better: all base attributes are halved (and extra attributes, like +double attack or +62 poison damage over 4 seconds - whatever fits your game best - could be suppressed entirely) until it becomes repaired. Buy HQ weapons! Even when they become sub-par, they'll be good as new next time you come into town! Or earlier if you make sure you have a weaponer in the party!

    Not to mention the Ranger thing. Before RNG got nerfed hard, I always whined that it wasn't fair to justify their increased damage just on the fact that they have to pay for it. Now that they're nerfed, it's hard to justify paying for damage that would come free with WAR. If everyone pays upkeep to continue to do decent damage, you maintain equality.

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  • DakAttack
    replied
    Re: Things you would like fixed on FFXI

    With a more flexible system, crafters could desynth anything they make for a combination of different components. Other than that, they should have the opportunity to do something somehow profitable with what they make, rather than selling it to an NPC or putting it up for auction and hoping it sells.

    Perhaps, trading it for an amount of CP based on it's level, or an amount of GP based on its ingredients. I think, if I remember correctly, that's already possible. Guilds allow you to trade different items in depending on the day, for a point reward, and you can trade armor into outposts to supplement your control of the area, but does it reward CP?

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  • Armando
    replied
    Re: Things you would like fixed on FFXI

    Weapons degrading would make players carry more of them so they'd last longer in combat, thus some weapons would eventually break and crafters would be able to sell more.
    Here's the thing: one, I don't want my weapons to be temporary, and two, I don't want to be carrying multiple weapons for the sole reason that they're temporary. Plus, like Aks said, you're pretty much restricting the player to cheap weapons. Who wants an expensive HQ if you can't keep it for good? It seems to me that if you're willing to go that far to fix a wholly unrelated issue (the economy), the crafting system needs to be re-evaluated.

    If you think about it, weapons and armor should not yield an equal chance of skill-up as producing or refining materials; both for gameplay reasons and logical reasons. At the same time, the rich minority shouldn't be able to spam equipment just to powerlevel through the crafting process. As a solution, there could be an in-game system, with time-based restrictions (similar to Assault tags) which allows players to produce a particular weapon or armor for "extra credit" towards your crafting skill.

    Besides that, like Dak suggested, repairing weapons and armor could also count towards crafting skill-ups. Since repairs are a service to others, and it's a continuous strain on players' wallets, chance of failure should be next to none if the appropriate skills are met. So, the system could work something like this: to repair a weapon which caps at crafting level 60, your crafting needs to be at least 60, but repairing the weapon can yield skill-ups up to, say, 65.

    Finally, there's an obvious need to remove equipment from the market periodically. I think that could be fixed simply by not making desynthesis a fucking failure fest 90% of the time. Maybe introduce an extra time-restricted, guild-based system to remove equipment from circulation, with rewards that are continuously relevant unlike guild armor and lolsigningcrystals.

    @Vyuru. Sounds like a good system, but the numbers should be kept as simple as possible. I'm not keen on having all these different "armor degradation resistance" ratings. Keep it simple; if anything better materials imbue more "HP" to the armor. I'm also not keen on the idea of different armors degrading weapons differently. Unnecessarily convoluted, and if this system applies to mobs (where else would it apply?) then you're introducing an unnecessary gil-based factor into combat. "Let's not fight Quadavs, their armor degrades my weapons too quickly. Let's fight some birds." In addition to that, armor HP shouldn't be degraded on a blow-by-blow basis. What happens when you run into Chigoe? Armor HP lost be lost according to the actual damage the mob is dealing to you, and possibly based on mob level as well depending on whether it's necessary to balance out degradation rates for solo vs party play.

    I like the idea of repairing equipment in the field (possibly without any required crafting skill) with the trade-off being decreased max endurance until you get it "properly" repaired in town with a crafter though.

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  • AzureDemon
    replied
    Re: Things you would like fixed on FFXI

    my rambling about accuracy and hitting jnuns really went a long way xD

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