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If you could change whatever you wanted in FFXIV...Follow

#1 Jan 07 2011 at 8:52 AM Rating: Decent
What would FFXIV be like?

for me it would be like this:

SP system would be EXACTLY as FFXI: TW gives 0sp, DC gives 50-70sp, EM mobs gives 100sp, VT gives 120-170, IT gives 200-300 (sp varies with mobs level between DC-IT)

LFP system: People apply as Tank, DPS or Healer and areas with their respective levels. When the number of members is complete group is teleported to area crystal of choice, 30minute cooldown.

Crafting would be changed. Each craft would require at most 1 item from another craft but most items (70-90%) would be exclusively made from that craft materials. Limit Crafters up to 2 main choices and 2 sub crafts choices.

Level Cap Raised to 60 so harder existing areas could be used more than just a leve quest visit.

Introduce Instanced Dungeons according to levels 15-20, 21-25, 26-30, 31-35, 36-40, 41-45, 46-50, 51-60

Introduce normal quests all over cities and outside. Rewards could be as good as their leves counterparts.

Remove Levequests from game.

Introduce Chocobo, Airship from gridania to ulduar and teleport crystals now being used not only as a save point but as a destiny from conjurer teleport spells (not only the big teleport crystals but the smaller ones as well)

Give teleport spells to conjurer, NPC Guards selling Home Warp Scrolls.

Remove Anima from game.

Recreate Endgame events like Besieged, Eihenjar (whatever the name), Zeni Notorious Monsters, BCNM and that event from WOTG i forgot the name having to defend an area from enemies or clear the area, the ones from Jugner Forest, North Gustaberg and Pashhow Marshlands were the best imo.

Recreate a FREE Trading Card game EXACTLY as FF8 triple triad. Same rules with cards as rare drops from mobs/quests/NM. Each player would receive a handful of normal and weak cards at start (random 10 out of 40 cards).

Monthly Tournament inside Realms for Card battle. Winners (1st, 2nd and 3rd) would receive exclusive items (mounts, decorations) or free montly fee for 3,2 or 1 month.

Another Mini Game involving Chocobo Races and Chocobo creation. Raising Chocobo and Twinking them for different skills would be simplified so players could start racing very fast. Each 6 months players would have server tournaments. 1st, 2nd and 3rd winners would receive exclusive items.

In Game Player Policy against RMT/Gil Buyers. A Simple report button would be added to any suspecting player behavior another player ses. If its a critical issue like farming underground or teleport hacking it would take priority on investigations. If the player reports as a harrasment to others after 3 failed GM scans this reporting player would be banned from game for 1 month (example, the other part talks to GM and doesnt have RMT signs like no guild, level 1 gear, faceroll names and walk with followers like 2-3+).

Hall of Shame on Lodestone: Each month SE would announce on their first page in Lodestone players and their account names caught by RMT actions. Players involved would have 2 weeks in advance to talk to a GM about it and explain his situation. If it was a 100% confirmation caught then player would have no defense at all.

#2 Jan 07 2011 at 9:10 AM Rating: Good
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So for the most part you want FFXI?

I like the fact that I can log in and get decent exp on my archer by myself and I often exp on blue mobs which according to your system would give me 0 or 50 sp...

Why would you limit crafting to two choices? What if I want to be a Weaver/Alchemist for my Conjurer and a Carpenter for my Archer?

Remove Levequest and Anima? Why?

In-game report a player? What's stopping people from reporting people that they simply don't like?

Wall of Shame? Once again I don't realize purpose in this? People do get reported falsely once in a while, what do you do then?

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#3 Jan 07 2011 at 9:10 AM Rating: Decent
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You forgot - Add AH.

I could agree with most of your points. In hindsight...its easy to pick apart the game and pull in aspects that worked in other games...but in SE's quest for originality, they either failed on the implementation of their ideas...or have failed to implement the ideas at release. Its really looking like they released the game not months...but possibly years too soon.

After watching Gamebreaker.tv's hour long episode on Rift last night...you can really see the difference between one company doing things right and another company having lost touch with today's mmo player.

Its sad. If it wasn't for the FF title and the size of SE...this project would have been dropped already.
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#4 Jan 07 2011 at 9:12 AM Rating: Good
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Forget all that ****, just add blood and big tits.
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#5 Jan 07 2011 at 9:13 AM Rating: Decent
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1. I would fix the party SP bonus outside of leves to make grinding parties a feasible way to rank up.

2. I Would add more variation to (battlecraft) leves, and make that variation eariler than r40.
2.1. I would also make more leves available per reset, but not make more slots available, 8 is plenty.
2.2. I would add leves with cut-scenes and more interactions with NPCs
2.3. Add leves with instances

3. I would add something to the market search to tell players where items are that are not in the correct wards

4. Fix linkshell administration, haveing to stand right next to a person to promote them or boot them is ridiculous.

5. add a mail system for items and messages


I could keep going, but these are the basics I'd like to see. I don't think that most of what's already in the game needs to be scrapped, it just needs improvements.

Edited, Jan 7th 2011 10:15am by Jefro420
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#6 Jan 07 2011 at 9:20 AM Rating: Decent
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You just described FFXI-2. I am all for changes, but this isn't a change. This is a revert back to another game. Why limit crafters to 2 crafts? I never saw the need for it in XI and I don't see a need for it in XIV, especually when most of the jobs are DoH/DoL.
I would think that players would want FFXI to be FFXI and FFXIV to be FFXIV. Otherwise SE could spend their time and resources redoing XI with XIV's graphics and call it a day(but that wouldn't attract more customers, so many other players already dislike how XI plays, personally I enjoyed it).

I would rather see more mages. I don't play mages typically, but other players do. Having a choice of 2 is pretty pitiful. I can't really comment on other things. I don't play enough to really criticize the many flaws XIV may or may not have. I will say, as a lower level(rank18 level 21) I would like to see more things to do that don't involve leve quests and behest. Just something to break up the monotony. ANYTHING!
#7 Jan 07 2011 at 9:43 AM Rating: Decent
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To OP, please see - http://ffxiv.zam.com/forum.html?forum=152&mid=1294211092102401070&page=1 as much of this type of stuff and the concept of taking things from FFXI has/is being discussed there.

Edited, Jan 7th 2011 11:03am by boshed
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#8 Jan 07 2011 at 9:56 AM Rating: Good
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Just thought I'd point something out here.

Quote:
Introduce normal quests all over cities and outside. Rewards could be as good as their leves counterparts.

Remove Levequests from game.


So instead of having a centralized place (the adventurer's guild) where it can be perceived the citizens of said town are putting in, lets call them adverts, recruiting adventurers to help with tasks and offering rewards, you'd rather run around endlessly through cities searching for these said people? I rather like going to the adventurer's guild to pick up my quests. What would be interesting is if the leves had more NPC interaction after accepting them at the adventurer's guild. Adding in quests from NPC's in addition to leves would be fine too.

Bottom line for me, taking things out is bad, adding in for more variation is good.

Edited for typo.

Edited, Jan 7th 2011 11:32am by ThePacster
#9 Jan 07 2011 at 10:26 AM Rating: Decent
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ThePacster wrote:

So instead of having a centralized place (the adventurer's guild) where it can be perceived the citizens of said town are putting in, lets call them adverts, recruiting adventurers to help with tasks and offering rewards, you'd rather run around endlessly through cities searching for these said people? I rather like going to the adventurer's ward to pick up my quests. What would be interesting is if the leves had more NPC interaction after accepting them at the adventurer's guild. Adding in quests from NPC's in addition to leves would be fine too.

Bottom line for me, taking things out is bad, adding in for more variation is good.

Exactly my thoughts, the leve system is great, it just needs more variation.

Having said that, it may make more sense to have local leves available from NPCs around town than at the adv guild.


Edited, Jan 7th 2011 11:27am by Jefro420
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#10 Jan 07 2011 at 10:46 AM Rating: Decent
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I agree with a lot of what the OP wrote, but I'd say dont get rid of levequests just make them another choice for leveling. As for endgame, I'd say make events that are like some of the endgame you described but not exact copies. They need to fit into the game world and lore. The last 2 involving RMTs and Gilbuyers.... have to agree with the other poster about how it could be abused and the pointlessness of the wall of shame. I'd also not mind a more action oriented battle system like the one in TERA, either that or go back to a more almost turn-based feel like in FFXI.

This is from another post of mine, and it fits so I am re-depositing it here. Here are some of the things that are either deal-breakers for me or I have a lot of issues with:

1. durability/repair - even if they have improved it, I wont be satisfied if they cant reduce costs greatly, and make it take no more than 1 min for me to repair all gear to 100%, and reduce durability rate greatly. If not just scrap durability all-together. (deal-breaker #1)
2. Party dynamics - i still think its buggy, or that there is not much in the way of party tactics. There is a difference between party members working in a coordinated manner to defeat a target, and several people working independently that just happen to be fighting the same target. This is the feeling I get from FFXIV, which leads to the next issue...
3. Lack of identity: I tried to get on board with their new classless class system, but I have to be honest. I LOVE ROLE-BASED JOBS! They probably should have just updated the classic job class system. I want to be a tank, but I get the distinct feeling that if built the same way, there is not much difference between two classes other than their weapon. I loved being a Ninja in FFXI, and it gave me something to be proud of, and a sense of attachment. I feel next to nothing for my Gladiator. Role-based jobs by default encourage teamwork and specific responsibilities. The Armory just seems to encourage an everyman for themselves mindset at best and everyone being able to fill all roles simultaneously (and expected too) at worst. Which leads to too little individuality/identity.
4. AH - there is less of a problem with the latest updates, but lets be honest, the more efficient and fast and hands free my selling and buying process is the better. I see a lot of people state nonsensical things like they enjoy the realism and community and friends they make with the market system....... All I have to say to that is when I go to the grocery store I am a typical male, I dont go "shopping" I go on a mission and I am in and out of the store with approx $150 worth in groceries in 15 min or less. Why? because I am not there to make friends, and I go late sunday nights to avoid crowds and lines. Who needs realism when you can have convienience?
5. Crafting: I'm fine with crafting, but not to the extent that it feels like Crafting Sim XIV instead of Final Fantasy XIV. I play these games because I want to have high fantasy adventures with my comrades (i.e. D&D Novels or LotR Novels). On a related topic: I also feel there should be plenty of quest and NM and endgame style gear. Thats GEAR not materials. Im not a fan of people being able to buy their way to success. Hard to aquire elite gear should be gained through blood, and never through craft. And it should be ra/ex. That way unique gear that can only be gained through x challenge will be as much of an asset as it is a badge of achivement. But from what I have seen, the focus seems to be more on material drops. Which means that no matter if you fought a certain NM or not and if you dont want to or cant face the challenge, you can still just buy the material and craft the gear or have it crafted (deal-breaker #2)

I am not trying to troll the boards here. These are my honest opinions on what needs to be changed for me to enjoy the game. I do respect peoples opinions about how they dont want the games core mechanics and rules to change, I just don't agree with them. A couple of weeks ago, I had all but given up on this game. And had decided that I would not ***** and moan, I would just find another game, and leave the game to the people that love it. However, with the recent changes to the staff and the player's poll, I have renewed hope that the game could change for the better. I also feel justified in wanting it, because SE asked us specifically about major changes to the game in the poll. I am not trying to alienate the people that like some or all of the current systems and mechanics in place, but given the opportunity I will fight for how I think the game should be (i.e. players polls, etc.).

Whatever SE does, I do hope it doesnt amount to a rollback. Onthe other hand, if thats what it takes to get things "right", then I feel bad about it but so be it. I will be eagerly watching and waiting to see what new direction SE takes.

Final thought: If they did add any sort of extensive PvP content, beyond arena matches, that would be deal breaker #3.



Edited, Jan 7th 2011 11:50am by AmsaimSutavarg
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#11 Jan 07 2011 at 11:06 AM Rating: Good
I'd make it so people not playing the game couldn't access fansites... Not gonna happen, oh well.
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#12 Jan 07 2011 at 11:07 AM Rating: Decent
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Add chcobos.

Add Exp chains.

Add SP bonus for groups larger than 3

Increase the health on Doblyns 200%

Edited, Jan 7th 2011 12:09pm by DoctorMog
#13 Jan 07 2011 at 11:09 AM Rating: Decent
Neveah wrote:
You just described FFXI-2. I am all for changes, but this isn't a change. This is a revert back to another game. Why limit crafters to 2 crafts? I never saw the need for it in XI and I don't see a need for it in XIV, especually when most of the jobs are DoH/DoL.


To be fair limiting people from maxing ALL crafts encourages the economy. If we were all R50 at every craft there's no point in other people crafting stuff anymore. However I can't see it working in this game since crafting is a class. Luckily most people don't have the patience or desire to max every craft.
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#14 Jan 07 2011 at 12:06 PM Rating: Decent
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Some of these things are great ideas.

Most are terrible. :)

There are occurring things that some people keep bringing back up that make me chuckle a bit like:

Changing armory system into classic FF system.
Getting rid of durability
Getting rid of levequest
getting rid of anima
chocobo's and airships.
Auction House
being "Forced" to craft.

its very funny.
#15 Jan 07 2011 at 12:11 PM Rating: Decent
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I got one craft to 60 in XI and called it quits when that character got deleted. I would NOT want to try to get all the crafts to 100. A fun game for me that would not make.

I am agreeing 100% on exp chains now that i think about it.
#16 Jan 07 2011 at 12:27 PM Rating: Good
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My wish list

1. Remove Active\Passive mode. One area where I would like to see FFXIv2.0.

2. Shutdown button in addition to logout, with respective command line functions.

3. The option to select between either the macro-driven playstyle for those of us who use controllers (and option to put it at the top of the screen) and the keyboard driven play style action bar. I would really like to turn that thing off entirely.

4. While they are at it, action bar needs to remember class-specific settings. I thought they had this slated to be fixed, but I guess it hasn't come down yet because mine is still broken.

5. Linkshell control - I can't believe it's been left this bad for this long

6. Voice acting. I may be spoiled, but offline games are really stepping up the game, and there is no reason that an MMO that dumps gigabytes of data on our hard drives to "look pretty" can't start to move away from the wall'o text method of communicating.

7. More streamlining and less back and forth - Leves should have some sense of progression. Beyond rank 1 leves at Bearded Rock? The whole thing is handed off to an NPC there who now gives you your next set of missions for SKull Valley. Going back to the main town is... I'm just over it.

8. All the graphical option controls need to come inside the game. I like to change to windowed mode to look things up on the internet, but generally play in full screen. This is one area I do NOT want FFXIv2.0, but that's what we got.

9. I still want the UI to come entirely client side. Going back and playing FFXI over the last few days has really spoiled me in terms of moving equipment and items between the various storage bins we now have.

10. Speaking of that, the final thing I want is the Mog House to be reinstated. This whole retainer business is for the birds and I don't feel like I am anything more than a visitor in this world as opposed to being a resident in Vana'diel.

11. Finally - and I tried to keep this at a ten things but this one really irks me - the keyboard and mouse controls for panning the camera have got to fixed. Copy WoW, Aion, whomever you like - but copy what works because pressing both buttons to pan the camera or locking into autorun so it chase cams is just too much. I go back to a controller every time because of not being able to properly pan the camera.

#17 Jan 07 2011 at 12:37 PM Rating: Good
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Torrence wrote:
My wish list

1. Remove Active\Passive mode. One area where I would like to see FFXIv2.0.



Active and passive should be looked at as "In combat" and "out of combat"

HP does not regen "in combat" nor can you change skills or swap weapons.

They should leave this as is.
#18 Jan 07 2011 at 12:41 PM Rating: Good
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What I mean is, manually pressing a button to get in and out of it. I should have been more clear. When the battle is over - the battle is over. Put the weapon away, don't run around waiting for me to say to put it away. Then when I *activate* a new object (enemy), take it back out!

FFXIv2.0 rearing its ugly head again, I know.
#19 Jan 07 2011 at 1:15 PM Rating: Good
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Torrence wrote:
What I mean is, manually pressing a button to get in and out of it. I should have been more clear. When the battle is over - the battle is over. Put the weapon away, don't run around waiting for me to say to put it away. Then when I *activate* a new object (enemy), take it back out!

FFXIv2.0 rearing its ugly head again, I know.


Just so long as we don't see:

You must wait longer to perform that action.
The ______ hits you for ___ damage.
You must wait longer to perform that action.
The ______ hits you for ___ damage.
You must wait longer to perform that action.
The ______ hits you for ___ damage.
You must wait longer to perform that action.
The ______ hits you for ___ damage.
You must wait longer to perform that action.
You have died.
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#20 Jan 07 2011 at 1:34 PM Rating: Good
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Well groups of mobs should all classify as "one" encounter. I wouldn't expect putting away a weapon for that, similar to chaining in XI when we used to do colibri and auto-target.
#21 Jan 07 2011 at 3:05 PM Rating: Decent
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Jefro420 wrote:
ThePacster wrote:

So instead of having a centralized place (the adventurer's guild) where it can be perceived the citizens of said town are putting in, lets call them adverts, recruiting adventurers to help with tasks and offering rewards, you'd rather run around endlessly through cities searching for these said people? I rather like going to the adventurer's ward to pick up my quests. What would be interesting is if the leves had more NPC interaction after accepting them at the adventurer's guild. Adding in quests from NPC's in addition to leves would be fine too.

Bottom line for me, taking things out is bad, adding in for more variation is good.

Exactly my thoughts, the leve system is great, it just needs more variation.

Having said that, it may make more sense to have local leves available from NPCs around town than at the adv guild.


Edited, Jan 7th 2011 11:27am by Jefro420


The Leve counter guy could be the central location to find out which npcs are offering leves.
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#22 Jan 07 2011 at 3:20 PM Rating: Good
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Seventhblood wrote:
Jefro420 wrote:
ThePacster wrote:

So instead of having a centralized place (the adventurer's guild) where it can be perceived the citizens of said town are putting in, lets call them adverts, recruiting adventurers to help with tasks and offering rewards, you'd rather run around endlessly through cities searching for these said people? I rather like going to the adventurer's ward to pick up my quests. What would be interesting is if the leves had more NPC interaction after accepting them at the adventurer's guild. Adding in quests from NPC's in addition to leves would be fine too.

Bottom line for me, taking things out is bad, adding in for more variation is good.

Exactly my thoughts, the leve system is great, it just needs more variation.

Having said that, it may make more sense to have local leves available from NPCs around town than at the adv guild.


Edited, Jan 7th 2011 11:27am by Jefro420


The Leve counter guy could be the central location to find out which npcs are offering leves.


So you go to an NPC to find out which NPCs are offering quests? And this is better?

Isn't the opposite argument frequently made for why the ability to buy from the market ward search is better than having to search and then go find it? Except that instead of walking into the wards and finding an NPC, you're spending Anima to teleport and find an NPC.

I don't see how that helps at all ~.~;
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#23 Jan 07 2011 at 3:22 PM Rating: Decent
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A variety of different chocobos that upon completing the quest we can obtain. Whether through further quests or by raising. No stupid 28/30 charges bs either, just call whenever where ever as long as you're outside or in town.

A ninja/rogue/thief style class with an invisible ability.

A pet class like Beastmaster only played as a Ranged class like hunter in other MMOs.
Summoners.

Standard mana regen with drinks easily available to players for regaining it.

I would say instanced dungeons too, but I don't think SE is capable of doing it correctly. BCNMs were pretty fun though, maybe some of those.

Sets of armor with class specific bonus' depending on how many pieces you have throughout the level ranges. Perhaps at 30, 40, and then Artifact Armor @ 50.

Less clunky, slowness, in the battle system. Could never have fun pvp with the current combat, or even exciting pve fights for that matter.

Customizable UI that I can click or just hit the button once I have enemy or player targeted. No more hit 2, hit enter, cast spell. Just target enemy hit 2. Why the middle steps with everything, really? I'm a gamer, I can cast without having to double check if it's the right mob or whatever.

No more everything is AoE. Give us the standard stone, stonega, Stone II, stonega II, Stone III, etc.
Same goes for cures. To further get rid of that ridiculous system I mentioned above.

Side menu of party members with the ability to either select them with mouse for buffs/heals or AT LEAST the ability to tab through the way we did in FFXI. No more tiny little names on the side though, I want it to be clearly shown. If not, then again, customizable UI. (yes I know I can move them around smartass)

Add in real quests, instead of these lazy levequests for xp. Some of you bash other mmos for the standard questing for xp system. Well it takes a lot more effort than the Guildleve system. It was a lazy thrown together mess to give the appearance of questing and you know it.

That's all I can really think of at the moment, except for the fact that I will always support the addition of jump. Won't happen, but one can dream.

Either way, I'm enjoying myself for now :)
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#24 Jan 07 2011 at 3:40 PM Rating: Good
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MclarenTAGPorsche wrote:
What would FFXIV be like?


Recreate a FREE Trading Card game EXACTLY as FF8 triple triad. Same rules with cards as rare drops from mobs/quests/NM. Each player would receive a handful of normal and weak cards at start (random 10 out of 40 cards).


Yea now your talking. This would be great.
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#25 Jan 07 2011 at 3:41 PM Rating: Good
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Mikhalia the Picky wrote:
Seventhblood wrote:
Jefro420 wrote:
ThePacster wrote:

So instead of having a centralized place (the adventurer's guild) where it can be perceived the citizens of said town are putting in, lets call them adverts, recruiting adventurers to help with tasks and offering rewards, you'd rather run around endlessly through cities searching for these said people? I rather like going to the adventurer's ward to pick up my quests. What would be interesting is if the leves had more NPC interaction after accepting them at the adventurer's guild. Adding in quests from NPC's in addition to leves would be fine too.

Bottom line for me, taking things out is bad, adding in for more variation is good.

Exactly my thoughts, the leve system is great, it just needs more variation.

Having said that, it may make more sense to have local leves available from NPCs around town than at the adv guild.


Edited, Jan 7th 2011 11:27am by Jefro420


The Leve counter guy could be the central location to find out which npcs are offering leves.


So you go to an NPC to find out which NPCs are offering quests? And this is better?

Isn't the opposite argument frequently made for why the ability to buy from the market ward search is better than having to search and then go find it? Except that instead of walking into the wards and finding an NPC, you're spending Anima to teleport and find an NPC.

I don't see how that helps at all ~.~;


To add depth to the story behind leve quests, bob the farmer needs goats removed from his farm. go see bob he will tell you about it
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#26 Jan 07 2011 at 3:52 PM Rating: Good
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The one piece of feedback I've said every single test phase from the very first Alpha test.
Redo
The
****
INTERFACE!
Completely!
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#27 Jan 07 2011 at 4:10 PM Rating: Excellent
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ditx wrote:
The one piece of feedback I've said every single test phase from the very first Alpha test.
Redo
The
****
INTERFACE!
Completely!


People keep saying this but I'm having trouble determining exactly what they think would be better. Perhaps someone could show me an MSPaint mockup of a "better interface"?
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#28 Jan 08 2011 at 6:02 PM Rating: Good
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Let's see if you're talking about GUI
It's a mismatched nightmare. Parts of it are blue, and then you have random parts that are grey (i.e chatlog/menu) that arrived in later updates. The battle commands are round, curvy and cool, macros are solid square and ugly.
They probably picked the most horrific shade of blue possible
Icons are small and not suited for a console-like experience (i.e 10ft away from the monitor)

But that's not what irks me. It's the UIs functionality.
Its still clunky
Pop-up messages (like tutorial messages) are obtrusive and dissapear too fast to even read
Tooltips are also obtrusive and don't fade away
There are 2 Chat boxes during CS's ALL the time, there's no need, one should fade away
The Chatlog should just auto-scale to however big you want it in a certain situation, it was an underhyped, but probably one of the best parts of FFXI's UI.
You can't access relevant information fast enough.
Parts of the Menu UI are completely whack. For example the equipment sub-menu used to have a Silhouette of a man, but they removed it, because apparently a bunch of floating boxes makes more sense.

Straying away from the UI, but still related;
Things like warping - The animation should not execute only for you to actually dissapear 10 seconds later.
Cutscenes don't flow, you exit only to have the UI appear, then dissapear, and then to have another Now Loading screen.
Half of these points will have people thinking, huh thats not a problem? Because there's such a big inconsistancy between keyboard and mouse and gamepad setup.

UI and GUI are two different issues here. I can live with the minor graphical inconveniences, but its the function that irks me.
I'm not saying the game sucks because of this though, all I'm saying is that if I were them, I would change this.
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#29 Jan 08 2011 at 6:49 PM Rating: Excellent
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1. Auto Attack

2. SP reward should be fixed to based on how tough the mob is with party bonus.

3. Fix party member targeting.

4. Add MP refreshing

5. Add SP chain, Skill chain and additional skill bonus.

6. Fix accuracy.

7. Add /sea and tools for LFG.

8. Party invite from distance.

9. Add summoner quest/battle/class

10. Merge Thr and Mrd into Drk.

11. Re-create and fine tune all the job classes.

12. LS adminstrative tools.

13. Normal auction house and reverse auction house.

14. Mini quest to earn Animas.

15. Mini quest/battle to earn SP scrolls.

16. Map Marker

17. Re make the landscape design with less copy and paste.

18. Add Farm, real houses, goverment into city and zones.

19. Allow to jump/slide down from 10 feet high ridges.

20. Beastmen at all levels.

to be continue
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#30 Jan 08 2011 at 7:22 PM Rating: Decent
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600 posts
I'm wondering if SE should just press "Reset" and try again. I still have hopes of FFXIV becoming the great game it has potential of becoming, however I've made a big mistake in going back to FFXI and all the new add-ons and stuff has been really fun >.<

Help... i'm reverting back to FFXI!!! HURRY AND FIX FFXIV!!!!!!!


Back to the OP's question... The one thing (amongst others) that I'd love to change is the battle system. The action bar is now officially ANNOYING!!!!
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#31 Jan 08 2011 at 7:59 PM Rating: Default
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LyleVertigo wrote:
Forget all that sh*t, just add blood and big tits.


QFT.. That would give me more content then what they have to offer now. also i would get rid of the armory system i like ff11 old cross class system where i can pick that class and use a variety of different weapons and get rid of anima and the repair system i hate it sooooooo much
#32 Jan 08 2011 at 9:02 PM Rating: Decent
6 posts
op suggested another ffxi, but even there is a new ffxi released today will not attract new customer except those ff hard core fan. how one would spend months to just equip oneself for the basic operation of the game, e.g., traveling, opening teleport, getting license, building fame....., that are almost impossible to do solo. even most of the hardcore player needs spending hours to study the web page walkthrough to understanding the detailed, complicate system of most contents before one can participate without wasting the pt/alliance quota on those contents. even the crafting system can take players hours to craft mostly useless item for just a few points skill up. near 90 percent of all armor/weapons are not what a player would use. so rebuilding ffxiv based on ffxi system would earn frustrated ffxiv player a cheer, especially those former ffxi player but it is no way it can compete with wow and maybe the coming uo2, in fact, korean online games do very good job in recent years and have dominated the market in jp and asia,, it is hardly see any jp online game succeeds recently, the problem is just like the tv drama market!
#33 Jan 08 2011 at 9:18 PM Rating: Decent
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151 posts
@Seventhblood

So kind of like the FF12 Hunts? Sign up more or less then go talk to that NPC. I didn't mind that so much. I might actually prefer that.

Edited, Jan 8th 2011 10:18pm by SplatterPattern
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#34 Jan 08 2011 at 10:41 PM Rating: Decent
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1,004 posts
Add customizable modding/scripting/ui options for PC users as well as having the Dev team learn from the popular scripts and implement similar/equivalent features based on those scripts into all the games versions as best they can. Better options for controls and keyboard/joystick remapping so playing the game is more comfortable. Better options for communication, like fully private voice/chat rooms, as well as a tool to communicate outside the game through those channels so we wouldn't have to be logged in 100% of the time to talk to our friends (think xfire/steam/aim/msn type functionality, but geared towards integration with the game, perhaps even easy access to account management). Graphics that utilize major graphics cards without dropping mobile-line cards to their knees so the population can grow without massive investments. Full on continuously looping emotes where needed (seriously, who dances for 2 seconds and stops, this style of emote is retarded as it stands now). Less mouse clicking, more keyboard clacking, I don't want to have to touch my mouse in game at all if I don't want to, I have FPS games for this, an MMO I play to relax. Easy alt-tabbing that doesn't take a toll on the processor and hard-drive so much that it makes the entire machine lock up so I can browse the internet and check my email when I choose in game. Less item finding quests and more 'kill' quests as they can be done more easily in groups. High priority target questing instead of farm-me-1000-crab based quests. Less dragging out of fights against menial things. Higher XP yield for fights. Require movement in battle, even if only a small amount (stepping left or right to evade massive or lunging attacks). Leveling while not playing like EVE or a better rested XP system like WoW so I can take a day off and have it not feel like a job.

Finally, a promise that 'endgame' wont:
1) be a monotonous farming of a core set of large bosses over and over
2) nor will it be the constant collection of a large-number items that are otherwise meaningless from specific enemies that will be used in the 'creation' of gear.

Let the economy drive the game. Big enemies can drop rare items, that's fine, just make sure ****-nearly-as-good items can be crafted in quantity, so that crafting serves a greater purpose. Make sure that those big enemies also can fuel income, so that those who do the killing make money alongside those crafting and both sides are respected for their social position. When those super-rare-hard-to-get items come along, make sure they are sell-able, and also make sure that 'global-drops', as seen in games like WoW, are an essential part of the game - so that while the super-rare-hard-to-get items can come from highly sought after enemies, very-similar-if-not-the-same items come from anything in the world, so that everyone, doing everything in the game, is always doing something that gives them a chance to feel like they were part of the game, even mister 4-hours-a-week.
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