if you were a designer for SE....

I would definitely not dress the mages so frumpy. >< or change the female elvaan bra's so that they didn't button up to thier chins.

I think I would make high level mobs in certain areas aggro players even when on Chocobo...and if you fed your choco some kind of bird speed, you might be able to get away quickly enough...as long as you didn't hit a dead end of some sort.
 
Oooh - I would also love it if you could choose which Ability to enable....your main job or your sub job's.

Ex. as a RDM/BLM - I would most definitely pick "Manafont" over "Fast Cast" in most party situations.
 
Are you suggesting the Deterioration system to combat nm campers? Sounds like a good idea only that a lot of the stuff is rare to which it doesn't apply so why?
 
jender said:
Oooh - I would also love it if you could choose which Ability to enable....your main job or your sub job's.

Ex. as a RDM/BLM - I would most definitely pick "Manafont" over "Fast Cast" in most party situations.


Nah thats way too godly, SE would never let us get away with that >.>
 
a pld/whm be good aoe heal or invs or /cor
 
blazn said:
thats lv 60 ja sucks makes more war go /nin we want more /mnk and thf
I'd quote it directly if I could. I was referring to my suggestion in that thread, where activating Mighty Strikes allows a war to dual-wield 2h weapons and promptly decimate stuff. Don't recall saying anything about subjobs.
 
Khidir said:
Are you suggesting the Deterioration system to combat nm campers? Sounds like a good idea only that a lot of the stuff is rare to which it doesn't apply so why?

No Im suggesting it to keep Crafters in demand.

The game as it stands:

- More and more crafters hitting Lv90+.
- More and more gear being made, more and more competition for the market.
- Crafted gear doesn't dissapear, it just gets resold by the buyer.
- Only HQ's are profitable nowadays because NQ's are in such high supply.

NQ's used to be profitable believe it or not. But through more and more crafters making the higher level equipment it became impossible to sell NQ gear at profitable prices. So now only HQ gear makes money. What will happen when HQ gear becomes so common that it no longer is profitable? Crafting will become a dead art. And it's all because craftable gear doesn't leave the economy anyhow unless a player quits or gets banned without selling it or giving it away first.
 
to dual weild u need to have nin or /nin
 
blazn said:
to dual weild u need to have nin or /nin
Holy crap dude, just forget it. I need to borrow that subterannean digger they used to build the tunnel between Europe & the UK just to get through to you.
 
I'ld like to see 5-6x more HNMs, or even a tricky thing that let HNMs pop in different zones at random timers. I think that idea would be great, because then you don't have 50 people sitting in Behemoth's Dominion spamming provoke for the pop. It'ld bring a new meaning to NM hunters if you had to form up and then run through three of four zones to find the HNM you're looking for. Of course there would be a npc that you could talk to and it'ld say stuff like "a large dragon has recently been see wandering around the deserts" so you run to altep, terrigan, VoS, valkrum and all those looking for the HNM, first person to find it kills it usually.

I also want new areas like sky. I dont want the areas to get harder, I just want there to be more areas that are "elite" and people have to actually be skilled to kill stuff. I hear about the gods going down too easy and the jailers going down too hard. It'ld be great to buff up gods, weaken jailers, and pop out some new area that's like that.
 
thats a great idea on desert etc as people spam voke but get pissed by a spam bot what now any one can get for $5 lol
 
As in like HQ being high maitenance where for example the brigadine+1 has desynthed into a nq because its high quality has failed to be maintained?

Sounds interesting
 
Firestreak said:
What value would high quality gear have over normal quality if it came with a life span?
Drag the deterioration out over periods of usage. For example, if you never use your hauby+1 and only wear it for show, it never deteriorates. Tank in your byrnie+1 though, and watch it lose .03% effectiveness each hit.

Pretty neat idear to be honest. Asshole gets a lot of em. Reminds me of Diablo.
 
What about the other ideas in the thread I thought they were worth discussing ~.~'
 
While I agree with decidence about the crafters are getting screwed with diminishing demand for their synths, but at the same time not everyone has enough money to buy their gear over and over again. Not to mention the rarity of some of these pieces, Imagine having to get another M.body abjuration because you've been tanking pretty heavily in endgame for the last month and your koenig body is broken.
 
Khidir said:
What about the other ideas in the thread I thought they were worth discussing ~.~'

I was hoping my PvP idea would be response more then the crafting idea but in the end who cares because SE wont implement any of them.
 
decidence said:
I said that Rare and Rare/Ex pieces would not deteriorate.
Oh, well then it's just a question of money. There'd have to be some kind of recycling procedure because I'd hate to have to rebuy my scorpion harness every few months.
 
decidence said:
#1 Develop a deterioration system. All non Rare or Rare/Ex gear should deteriorate over time. The deterioration would not affect the quality of the stats but at a certain time of using the gear it would become unusable unless you bought a new one or had a crafter fix it which would take materials etc.

#2 Develop the AI on NM/HNMs to be more dynamic so that everytime a NM pops the fight will have take a different process then the last time it was fought. This would make people stop relying on the same old boring strats and base the game more around player skill and adaptation.

#3 PvP. I know a lot of you carebears don't like it but I think it could be implemented properly to keep both sides happy. Each player could set their status to Civilian or Imperial Guard. Each zone in the game would either be a Regulated or De-regulated zone type.

The deregulated zones would be few and far between, possibly the 10-12 highest level zones in the game. In the deregulated zones all players are free to be killed without penalty. In all the rest of the regulated zones only Imperial Guards can fight eachother without penalty.

If an Imperial Guard kills a Civilian then that Imperial Guard becomes an enemy of jeuno or whatever and can be killed on site for bounty by anyone. The players bounty does not go away until they are killed or until they do a bounty reducing quest or something.

If a Civilian kills a Civilian then the offending party is given the Imperial Guard tag automatically and a Bounty both of which cannot be removed until the bounty is worked off or the offending player is killed.

Note: All players no matter what zone they are in will be inpervious to Player Attacks while engaged with NM/HNMs.

That's all I can think of right now.

Okay I owe you for the good idea

#2 Idk about that our server can't boast about a lot of kills i mean look at KB we just got around to killing him adjusting the AI would make it more exciting but may not result in a lot of wins

#3 I had a simpler idea for this as well, but it sounds like it would be a good way to rack up Imperial/Conquest points if involved, seems a lot to keep up with but fun idea
 
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