hello,
I think one of the biggest issues and gripes of the game is not knowing which npcs are quest givers, let alone which ones are related to a particular quest. The only way that a player can even identify who is who is by either having a hard copy of an out of date Brady's Guide like I do, or searching the web for a guide. In today's MMO's, quest npcs have become a lot easier to locate due to having some sort of Icon to signal that they are a quest giver or associated with a quest that a player has currently undertaken. I think the addition of this would alleviate a lot of stress that comes with doing quests in the game.
So there's one of these type of threads on the FFXIV forums, but when I come here there seems to be a lot of suggestions for different stuff, but not a thread where many people can come and post all of there suggestions in one place for the devs to look at all once. So I thought that it would be a great idea to make this thread. And seeing as how over the last 2-3 years the devs have become more responsive, I figured, why not give it a try? So what are some things that could help make this game better for both new and veteran players?
This is by far the biggest issue I have to date. Nothing sucks more than having a bunch of for your Empyrean Armor taking up a lot of inventory space. Sure I could just drop what I don't need for my main job, but then the problem that comes in is what happens when I need to reacquire those same seals later on in my FFXI career for another job? Having an npc that players can store those excessive amounts of seals on would do wonders for people like myself who like to level and play multiple jobs.
Please help.
Thanks!
I didn't find the right solution from the Internet.
References:
http://forum.square-enix.com/ffxi/threads/39537-Suggestions-Quality-of-Life-Stuff-and-other-suggestions

I need opinions. i have looked at a lot of harnesses so far and have come again to the kamasutra. i have been told about some things to be aware of with the older model,
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Tried all of the above ( buffer down to 4) and still a massive delay making it near impossible to play anything above 160 bpm which is a damm shame as the samples are fantastic on the 260, "tower ballroom" quint and tierce are to die for. Running windows 7 ,250 gig hd,3 gig memory and only running miditzer on it. Midisport 2x2 interface for the yamaha hx3 (accomp,great, pedal)and casio keyboard(solo) seems to be a greater delay on the solo
bez. rotationsprinzip könnten wir ja eine mischung aus starken kader bzw. bevorzugung derer die noch nicht viele hfl-spiele haben, machen. also ich denk da an matthias (bisher 1 spiel), flo (2 spiele ) oder philipp (4 spiele)... das jene quasi bevorzugt behandelt werden. (ich red jetzt natürlich nur von vollmitgliedern)
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So, what do you think of any of them (past experiences, reviews, ....) and what other tech events you anticipate to go to?
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Although this would be really late to the party, Salvage II needs to have ammo/ranged as a guaranteed unlock in the starter batch. There are five jobs that don't(or badly) function without those. Or optionally, remove the one-a-day restriction on Arrapago II since it's the only zone that isn't painful to unlock that slot in. And while we're at it, remove the cells from standard Salvage, replacing them with the unlock system in II. Maybe make those socket NMs drop 0-2 cotton purses instead so there's still a reason for them to be there.
I'm really glad to see the chocobo changes, but if you haven't considered it yet please add a skill level indicator for digging to the crafting skill status entry. I petered out on leveling it probably halfway into the proceedings years ago, so I have only the most vague idea of where I'm at anymore. With the upcoming removal of zone digging pool limits, I'm all for picking it up again.
Although this would be really late to the party, Salvage II needs to have ammo/ranged as a guaranteed unlock in the starter batch. There are five jobs that don't(or badly) function without those. Or optionally, remove the one-a-day restriction on Arrapago II since it's the only zone that isn't painful to unlock that slot in. And while we're at it, remove the cells from standard Salvage, replacing them with the unlock system in II. Maybe make those socket NMs drop 0-2 cotton purses instead so there's still a reason for them to be there.
There's some long over-due class management that could stand to be examined at, too. A sort option for PUP attachments so you don't have something like "Gonkulator I - Blinking Fluid - Gonkulator III - Gonkulator II - Lesser Whatsit - Blinking Fluid IV" in your list. It's annoying to look at. And for that matter, it should be possible to set PUP attachments and BLU spells in their respective menus even if you're not set as those jobs. Similarly, spell scrolls/dice/plates should be usable on any job as long as you meet the requirement to learn them somewhere else(though frankly, I see little reason not to be able to learn them period whether you can use them or not; it's not as if you couldn't learn a spell and then de-level to the point of not being able to use it at all).
I'm really glad to see the chocobo changes, but if you haven't considered it yet please add a skill level indicator for digging to the crafting skill status entry. I petered out on leveling it probably halfway into the proceedings years ago, so I have only the most vague idea of where I'm at anymore. With the upcoming removal of zone digging pool limits, I'm all for picking it up again.