QoL improvements that I, as a temp player, and you would like to see
Recently I came back from a three year hiatus to play during the free trial period. My goal was to play through the whole storyline, since the first time around I rushed through much of it. Unsurprisingly, I did not finish during the free period but did make it past Treasures. Still have the mini-expansions, Wings, Seekers, Rhapsodies, Voracious, and any mini-storylines like Voidwatch left to do during the next free trial.
The game is still fun, altho some of the missions (particularly CoP ones) can be a bit repetitive. I would love to come back full-time, but all the end-game content added in three years is a bit too daunting for my casual self. Particularly the stuff that requires a full party or more of real players (not trusts). Note that I do NOT fault the dev team for this. Its a good thing.
Anyways, during this time I noticed a few things that I would like to see added/changed to make the game more user friendly and fun:
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First, and foremost...quest/mission markers. In 2022, it is ridiculous that this is not in the game. Especially give how vague mission/quest orders are about where to go. You essentially have to consult a wiki for everything in this regard, and I can see it as being a big turnoff to new players. I can't imagine what hell it was like back in the day for a PS2/Xbox player who didn't have a PC nearby to consult for missions. While this game does have a lot of quests and missions, it should be too hard to add simple markers for where to go next. At the very least, all mission/quest descriptions should tell you to go around <pos> of <name of area here>. They kinda had the right idea with the new adventurer initiation quests, but its like they gave up on it.
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More sendable gear to mules, particularly ultimate weapons. Maybe I'm missing something, but I see no reason why you can't send Relic/Mythic/Empyerean/etc weapons to your mules. I know that gear is supposed to be special and unique, but are they really all that rare anymore? All while doing missions on my alt as a BST, I kept thinking how nice it would be to use my Aymur from my main. Same goes for mission rewards. If I have the Adoulin rings across all my characters, is that really gonna break the game? Of course not. This change might encourage people to create more mules, which would mean more money for SE.
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Redistribution of enemies. I made mention of this in another topic. There are some great zones (like Purgonorgo Isle for example) that sit empty. Why not replace some (not all) of the lower level enemies in these zones with non-aggro CP and Apex enemies? As somebody else pointed out in the other topic, most of the Apex camps take place in boring, musty dungeons. At least give parties more beautiful backdrops to play in and make the game feel more populated.
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Adventuring fellow as Trust. This is another change that should have been made for a while. One of the other things I did during the free trial was work on my adventuring fellow during downtime/leveling. This is another feature that has been largely forgotten, as they are generally not as useful as trusts. Why not combine the best of both worlds? With adventuring fellows, you've got characters you can customize and have their own personalities. Now imagine being able to use them as a trust, with buffed stats/abilities to match trust standards? You could call them at the rendevous point, make changes, and those changes would be reflect next time you summon them as a trust.
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Revisit Monstrosity. To me, this was such a fun - if not pointless - system. And maybe that's why they abandoned it (aside from its lead going to FFXIV). But it IS fun going around as a Behemoth, Cerberus, or Dragon Quest slime and either leveling in areas you normally wouldn't go to, or scaring the bejeebus out of unaware players. While it seems nobody is interested in PvP in FFXI, monstrosity could be made more practical by applying a rewards system with gear that you can also use on your player jobs, not just your monster.
That's all I got off the top of my head right now. Any comments on these (like why you can't send a Mythic to a mule) or other QoL changes that YOU would like to see?
Posted Jan 6, 2022, 6:41 AM UTC
Spell lock.
Literally the only thing that bothers me. And ppl complaining about qol that literally made the game easy mode but now need guides and arrows pointing you where to go. They have that. It’s called ff14 online
Agree. Spell lock... Arg.. Esp on mass pulls, though vanarial (sp?) makes it a bit better.
Also, I think markers etc are not necessarily needed however the instructions from some nocs can be a bit cryptic, esp on older things. It all worked well when people would chat in LS upon release and you essentially had ants out seeking sugar and reporting back to the hive mind... But then, you have the option to consult wiki if you get stuck. Would rather se use resources for other things in 11. New content in particular. Though fixing spell lock is long overdue... (though I suspect they don't know how at this point.... Spegehetti code and all)
Fkn hate spell lock.